2022-06-29 00:56:02 +12:00
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using System.Linq;
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2023-07-08 14:08:32 +10:00
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using System.Numerics;
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2022-09-15 12:06:40 +12:00
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using Content.Server.Administration.Commands;
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2022-06-03 10:56:11 -05:00
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using Content.Server.Cargo.Systems;
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using Content.Server.Chat.Managers;
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2023-04-25 20:23:14 -04:00
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using Content.Server.GameTicking.Rules.Components;
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2022-09-15 12:06:40 +12:00
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using Content.Server.Preferences.Managers;
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2022-06-03 10:56:11 -05:00
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using Content.Server.Spawners.Components;
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using Content.Server.Station.Components;
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using Content.Server.Station.Systems;
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using Content.Shared.CCVar;
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Humanoid appearance refactor (#10882)
* initial commit
- species prototype modifications
- markings points as its own file
- shared humanoid component
* adds a tool to convert sprite accessories to markings (in go)
* removes a fmt call
* converts sprite accessory to markings
* adds hair and facial hair to marking categories
* multiple changes
- humanoid visualizer system
- markings modifications for visualizer
- modifications to shared humanoid component
- lays out a base for humanoid system
* hidden layers, ports some properties from appearance component, shrinks DefaultMarkings a little
* squishes the initialize event calls into one function
adds stuff to set species/skin color externally from a server message - currently laid out as if it a dirty call to a networked component, may be subject to change (server-side has not been implemented yet)
* makes the sprite pipeline more obvious
* apply all markings, hidden layer set replacement
* ensures that markings are cleared when the new set is applied
* starts refactoring markingsset (unfinished)
* more additions to the markingset api
* adds constructor logic to markingset
* adds a method to filter out markings in a set based on a given species
* fixes enumerators in markingset
* adds validator into MarkingSet, fixes ForwardMarkingEnumerator
* modifications to the humanoid visual system
* ensuredefault in markingset
* oop
* fixes up data keys, populates OnAppearanceChange in visualizer
* changes to humanoid component, markings
marking equality is now more strict, humanoidcomponent is now implemented for client as a child of sharedhumanoidcomponent
* markings are now applied the visualizer by diffing them
* base sprites are now applied to humanoids from humanoidvisualizer
* passes along base sprite settings to the marking application so that markings know to follow skin color/alpha or not (see: slimes)
* custom base layers on humanoids
* merges all data keys into one data class for humanoid visualizers
* setappearance in sharedhumanoidsystem, removes custombaselayercolors
* humanoidcomponent, system (empty) in server
* adds some basic public API functions to HumanoidSystem
* add marking, remove marking
* changes appearance MarkingsSet to a List<Marking>, adds listener for PlayerSpawnCompleteEvent in HumanoidSystem
* ensuredefaultmarkings, oninit for humanoids
* markingmanager API changes
* removes MarkingsSet
* LoadProfile, adjusts randomization in humanoid appearance to account for species
* base layer settings in humanoidsystem, eye color from profile
* rearranges files to centralize under Humanoid namespace
* more reorganization, deletes some stuff
gotta break stuff to make other things work, right?
goodbye SpriteAccessory...
* fixes a good chunk of server-side issues
still does not compile, yet
* singlemarkingpicker xaml layout
* singlemarkingpicker logic
* magic mirror window (varying pieces of it, mostly client-oriented)
* removes some imports, gives MagicMirror a BUI class (not filled in yet)
* populates magic mirror BUI functionality / window callbacks
* fixes up some errors in humanoidprofileeditor
* changes to SingleMarkingPicker
SingleMarkingPicker now accepts a List<Marking>, species, and total possible markings available in that marking category
* fixes up hair pickers on humanoid profile editor
* fixes the errors in markingpicker
* markingsystem is now gone
* fixes a bunch of build errors
* so that's why i did it like that
* namespace issues, adds robustxamlloader to singlemarkingpicker
* another robustxamlloader
* human, lizard sprites/points
* prototype fixes, deletion of old spriteaccessory
* component registration, fixes dwarf skin toning
no, 'ReptilianToned' does not exist
* removes component registration from abstract humanoid component
* visualizer data now cloneable
* serialize for visualizer key
* zero-count edge case
* missing semi-colon moment
* setspecies in humanoidsystem
* ensures that default markings, if empty, will cause ensuredefault to skip over that given category
* tryadd instead of add
* whoops
* diff and apply should properly apply markings now
* always ensure default, fixes double load for player spawning
* apply skin color now sets the skin color property in humanoidcomponent
* removes sprite from a few species prototypes
* sprite changes for specific base layers based on humanoid sex
* layer ordering fix, and a missing base layer should now disallow markings on that layer
* anymarking base layer, adds the right leg/foot for humans
* loading a profile will now clear all markings on that humanoid
* adds missing layers for humans
* separates species.yml into respective species prototype files
* ensures that if layer visibility was changed, all markings have to be reapplied
* server-side enforcement of hiding hair (and other head-related markings) when equipping things that hide hair
* slime fix, clothingsystem now dictates layer visibility server side
* sussy
* layer settings should now ensure a marking should match the skin tone
* whoops
* skincolor static class and functions in UI
* skin color validation in humanoidcharacterappearance
* markingpicker now shows only the markings for the selected category in used
* getter for slot in singlemarkingpicker now ensures slot is 0 if markings exists
* FilterSpecies no longer attempts to do removal while iterating
* expands for SingleMarkingPicker
* humanoid base dummy has blank layers now (and snout/tail/headside/headtop)
* fixes an issue with visualizer system if the marking count was different but the markings themselves were (somewhat) the same
* whoops
* adds edge case handlers for count differences in humanoid markings
* preview now loads profile instead of directly setting appearance
* moves marking set loading to update controls
* clones a marking set in markingpicker by using the deep clone constructor
* whoops (deep cloning a marking now copies the marking id)
* adds replace function for markingset
* points should now update after the markings are remove/added
* merging base layer sprites into a humanoid should now clear them before merging
* sets dirty range start to count only if the dirty range start was never set above 0
* fixes up some issues with singlemarkingpicker
* color selector sliders in single marking picker should now expand
* hair from hair pickers should now apply in profile loading (client-side)
* category in singlemarkingpicker now sets the private category variable
* slot selector should now populate
* single marking picker buttons now have text, also shows the category name over all user-clickable elements
* removes a comment
* removing hair slots now sets it to bald, defaults to zero used slots if current hair is bald on hair/facial hair
* random skin color, eye color
* populate colors now checks if the marking count is greater than zero in singlemarkingpicker
* hair/facial hair pickers now just get the first possible hair from the respective species list
* different approach to random skin color
* oh, that's why it wasn't working
* randomize everything now just updates every single control
* selecting a new marking in SingleMarkingPicker should attempt to copy over old colors, populate list now uses cache,
* markingmanager now uses OnlyWhitelisted to populate by category and species
* filterspecies now uses onlyWhitelist to filter markings based on whitelist or not
* oops
* ui fix for singlemarkingpicker, ensures that cache is not null if it is null when populatelist is called
* order of operations for the horizontal expand for add/remove
* hair pickers should now update when you add/remove the hair slot
* fixes variable naming error in character appearance
* loc string fix in singlemarkingpicker
* lizards, vox now have onlyWhitelist, vox restriction for hair/facialhairs
* having zero possible hairs should no longer cause an exception in randomization
* setting species should now update hair pickers
* ignore categories for marking picker
* and a clear as well for the category button
* places that functionality in its own function instead
* adds eye base sprite, vox now also have their own custom eye sprites
* loading a profile client-side should do FilterSpecies for markings now
* client-side load profile does filter species after adding in the hairs now
* magic mirror
* callbacks now call the callback instead of adding it on construct
* whoops
* in removemarking too
* adds missing synchronize calls
* comments out an updateinterface call in magic mirror
* magic mirror window title, minimum sizing
* fixes minsize, adds warning for players who try to set their hair for species that have no hair
* removes spaces in xaml
* namespace changes/organization
* whoopsie (merge conflicts)
* re-enables identity from humanoid component
* damagevisuals now uses the enum given to it instead of the layerstate given on that layer tied to the enum
* removes commas from json
* changes to visuals system so the change is consistent
* chest
* reptilian
* visualizer system now handles body sprite setting/coloration, similar to how characterappearance did it
not a big fan of this
* adds a check in applybasesprites
* adding/removing parts should now make them invisible on a humanoid
* body part removal/adding now enumerates over sublayers instead
* synchro now runs in bodycomponent startup
* parts instead of slots
* humanoidcompnent check
* switches from rsi to actualrsi
* removes all the body stuff (too slow)
* cleans up resolves from humanoid visualizer system
* merging sprites now checks if the base sprites have been modified or not (through things like species changes, or custom base sprite changes)
* not forgetting that one again
* merging now returns an actual dirty value
* replaces the sequenceequal with a more accurate solution
* permanent layers, layer visibility on add/remove part in body
* should send all hidden layers over now
* isdirty in visualizer system for base layers
* isdirty checks count as well
* ok, IsDirty should now set the base layers if the merged sprites are different
* equals override in HumanoidSpritePrototypes.cs
temporary until record prototypes :heck:
* makes fields readonly, equates IDs instead
* adds forced markings through marking picker
* forced in humanoidsystem api, ignorespecies in markingpicker
* marking bui
* makes that serializable as well
* ignore species/forced toggles now work
* adds icon to modifier verb, interface and keys to humanoid bases
* needs the actual enum value to open, no?
* makes the key the actual key
* actions now propagate upwards
* ignore species when set now repopulates markingpicker
* modifiable base layers in the markings window
* oops!
* layout changes
* info box should now appear
* adds ignorespecies for marking picker, collapsible for base layer section of appearance modification window
* collapsible layout moment
* if base layers have changed, all markings are now dirty (and if a base layer is missing, the marking is still 'applied' but it's now just invisible
* small change to marking visibility
* small changes to modifier UI
* markings now match skin on zombification
* zombie stuff
* makes the line edit in marking modifier window more obvious
* disables vox on round start
* horizontal expand on the single label in base layer modifiers
* humanoid profiles in prototypes
* randomhumanoidappearance won't work if the humanoid has a profile already stored
* removes unused code
* documentation in humanoidsystem server-side
* documentation in shared/client
* whoops
* converts accessory into marking in locale files (also adds marking loc string into single marking picker)
* be gone, shared humanoid appearance system from the last upstream merge
* species ignore on randomization (defaults to no ignored species)
* more upstream merge parts that bypassed any errors before merge
* addresses review (also just adds typeserializers in some places)
* submodule moment
* upstream merge issues
2022-09-22 15:19:00 -07:00
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using Content.Shared.Humanoid;
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2023-11-27 13:27:17 -08:00
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using Content.Shared.Humanoid.Prototypes;
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2023-08-30 21:46:11 -07:00
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using Content.Shared.Mind;
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2024-03-18 07:23:25 +00:00
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using Content.Shared.NPC.Prototypes;
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using Content.Shared.NPC.Systems;
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2022-09-15 12:06:40 +12:00
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using Content.Shared.Preferences;
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2022-06-03 10:56:11 -05:00
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using Content.Shared.Roles;
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2022-11-13 17:47:48 +11:00
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using Robust.Server.GameObjects;
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using Robust.Server.Maps;
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2023-11-27 22:12:34 +11:00
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using Robust.Server.Player;
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using Robust.Shared.Audio;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Configuration;
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using Robust.Shared.Enums;
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using Robust.Shared.Map;
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2023-10-28 09:59:53 +11:00
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using Robust.Shared.Player;
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2022-06-03 10:56:11 -05:00
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Utility;
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namespace Content.Server.GameTicking.Rules;
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/// <summary>
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/// This handles the Pirates minor antag, which is designed to coincide with other modes on occasion.
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/// </summary>
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public sealed class PiratesRuleSystem : GameRuleSystem<PiratesRuleComponent>
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly IConfigurationManager _cfg = default!;
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[Dependency] private readonly IChatManager _chatManager = default!;
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IServerPreferencesManager _prefs = default!;
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[Dependency] private readonly StationSpawningSystem _stationSpawningSystem = default!;
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[Dependency] private readonly PricingSystem _pricingSystem = default!;
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[Dependency] private readonly MapLoaderSystem _map = default!;
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[Dependency] private readonly NamingSystem _namingSystem = default!;
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2023-11-06 02:38:02 +00:00
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[Dependency] private readonly NpcFactionSystem _npcFaction = default!;
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[Dependency] private readonly SharedMindSystem _mindSystem = default!;
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2023-06-07 10:15:22 +03:00
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[Dependency] private readonly SharedAudioSystem _audioSystem = default!;
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2023-08-28 11:20:31 +02:00
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[Dependency] private readonly MetaDataSystem _metaData = default!;
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[ValidatePrototypeId<EntityPrototype>]
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private const string GameRuleId = "Pirates";
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[ValidatePrototypeId<EntityPrototype>]
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private const string MobId = "MobHuman";
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[ValidatePrototypeId<SpeciesPrototype>]
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private const string SpeciesId = "Human";
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[ValidatePrototypeId<NpcFactionPrototype>]
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private const string PirateFactionId = "Syndicate";
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[ValidatePrototypeId<NpcFactionPrototype>]
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private const string EnemyFactionId = "NanoTrasen";
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[ValidatePrototypeId<StartingGearPrototype>]
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private const string GearId = "PirateGear";
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[ValidatePrototypeId<EntityPrototype>]
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private const string SpawnPointId = "SpawnPointPirates";
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/// <inheritdoc/>
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<RulePlayerSpawningEvent>(OnPlayerSpawningEvent);
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SubscribeLocalEvent<RoundEndTextAppendEvent>(OnRoundEndTextEvent);
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SubscribeLocalEvent<RoundStartAttemptEvent>(OnStartAttempt);
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}
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private void OnRoundEndTextEvent(RoundEndTextAppendEvent ev)
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{
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var query = EntityQueryEnumerator<PiratesRuleComponent, GameRuleComponent>();
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while (query.MoveNext(out var uid, out var pirates, out var gameRule))
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2023-04-24 16:21:05 +10:00
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{
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if (Deleted(pirates.PirateShip))
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{
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// Major loss, the ship somehow got annihilated.
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ev.AddLine(Loc.GetString("pirates-no-ship"));
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}
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else
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{
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List<(double, EntityUid)> mostValuableThefts = new();
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2023-04-24 01:20:51 -04:00
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var comp1 = pirates;
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var finalValue = _pricingSystem.AppraiseGrid(pirates.PirateShip, uid =>
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{
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foreach (var mindId in comp1.Pirates)
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{
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if (TryComp(mindId, out MindComponent? mind) && mind.CurrentEntity == uid)
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return false; // Don't appraise the pirates twice, we count them in separately.
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}
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return true;
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}, (uid, price) =>
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{
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if (comp1.InitialItems.Contains(uid))
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return;
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mostValuableThefts.Add((price, uid));
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mostValuableThefts.Sort((i1, i2) => i2.Item1.CompareTo(i1.Item1));
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if (mostValuableThefts.Count > 5)
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mostValuableThefts.Pop();
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});
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foreach (var mindId in pirates.Pirates)
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{
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if (TryComp(mindId, out MindComponent? mind) && mind.CurrentEntity is not null)
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finalValue += _pricingSystem.GetPrice(mind.CurrentEntity.Value);
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}
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2023-04-25 20:23:14 -04:00
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var score = finalValue - pirates.InitialShipValue;
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2023-04-24 01:20:51 -04:00
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2023-04-25 20:23:14 -04:00
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ev.AddLine(Loc.GetString("pirates-final-score", ("score", $"{score:F2}")));
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ev.AddLine(Loc.GetString("pirates-final-score-2", ("finalPrice", $"{finalValue:F2}")));
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ev.AddLine("");
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ev.AddLine(Loc.GetString("pirates-most-valuable"));
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2023-04-25 20:23:14 -04:00
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foreach (var (price, obj) in mostValuableThefts)
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{
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ev.AddLine(Loc.GetString("pirates-stolen-item-entry", ("entity", obj), ("credits", $"{price:F2}")));
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}
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2022-06-03 10:56:11 -05:00
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2023-04-25 20:23:14 -04:00
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if (mostValuableThefts.Count == 0)
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ev.AddLine(Loc.GetString("pirates-stole-nothing"));
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}
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2022-06-03 12:14:36 -05:00
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ev.AddLine("");
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2023-04-25 20:23:14 -04:00
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ev.AddLine(Loc.GetString("pirates-list-start"));
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foreach (var pirate in pirates.Pirates)
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{
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if (TryComp(pirate, out MindComponent? mind))
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{
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ev.AddLine($"- {mind.CharacterName} ({mind.Session?.Name})");
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}
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}
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}
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}
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private void OnPlayerSpawningEvent(RulePlayerSpawningEvent ev)
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{
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var query = EntityQueryEnumerator<PiratesRuleComponent, GameRuleComponent>();
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while (query.MoveNext(out var uid, out var pirates, out var gameRule))
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{
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// Forgive me for copy-pasting nukies.
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if (!GameTicker.IsGameRuleAdded(uid, gameRule))
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return;
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pirates.Pirates.Clear();
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pirates.InitialItems.Clear();
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// Between 1 and <max pirate count>: needs at least n players per op.
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|
|
|
|
var numOps = Math.Max(1,
|
|
|
|
|
(int) Math.Min(
|
|
|
|
|
Math.Floor((double) ev.PlayerPool.Count / _cfg.GetCVar(CCVars.PiratesPlayersPerOp)),
|
|
|
|
|
_cfg.GetCVar(CCVars.PiratesMaxOps)));
|
2023-10-28 09:59:53 +11:00
|
|
|
var ops = new ICommonSession[numOps];
|
2023-04-25 20:23:14 -04:00
|
|
|
for (var i = 0; i < numOps; i++)
|
|
|
|
|
{
|
|
|
|
|
ops[i] = _random.PickAndTake(ev.PlayerPool);
|
|
|
|
|
}
|
2022-11-01 11:27:18 +11:00
|
|
|
|
2023-04-25 20:23:14 -04:00
|
|
|
var map = "/Maps/Shuttles/pirate.yml";
|
|
|
|
|
var xformQuery = GetEntityQuery<TransformComponent>();
|
2022-06-03 10:56:11 -05:00
|
|
|
|
2023-05-19 15:45:09 -05:00
|
|
|
var aabbs = EntityQuery<StationDataComponent>().SelectMany(x =>
|
|
|
|
|
x.Grids.Select(x =>
|
2024-02-28 00:51:20 +11:00
|
|
|
xformQuery.GetComponent(x).WorldMatrix.TransformBox(_mapManager.GetGridComp(x).LocalAABB)))
|
2023-04-25 20:23:14 -04:00
|
|
|
.ToArray();
|
2022-06-03 10:56:11 -05:00
|
|
|
|
2023-04-25 20:23:14 -04:00
|
|
|
var aabb = aabbs[0];
|
2022-06-03 10:56:11 -05:00
|
|
|
|
2023-04-25 20:23:14 -04:00
|
|
|
for (var i = 1; i < aabbs.Length; i++)
|
|
|
|
|
{
|
|
|
|
|
aabb.Union(aabbs[i]);
|
|
|
|
|
}
|
2023-04-24 01:20:51 -04:00
|
|
|
|
2023-07-08 14:08:32 +10:00
|
|
|
// (Not commented?)
|
|
|
|
|
var a = MathF.Max(aabb.Height / 2f, aabb.Width / 2f) * 2.5f;
|
|
|
|
|
|
2023-04-25 20:23:14 -04:00
|
|
|
var gridId = _map.LoadGrid(GameTicker.DefaultMap, map, new MapLoadOptions
|
|
|
|
|
{
|
2023-07-08 14:08:32 +10:00
|
|
|
Offset = aabb.Center + new Vector2(a, a),
|
2023-12-20 01:24:26 -05:00
|
|
|
LoadMap = false,
|
2023-04-25 20:23:14 -04:00
|
|
|
});
|
2022-06-03 10:56:11 -05:00
|
|
|
|
2023-04-25 20:23:14 -04:00
|
|
|
if (!gridId.HasValue)
|
2023-04-24 16:21:05 +10:00
|
|
|
{
|
2024-03-17 08:31:09 +01:00
|
|
|
Log.Error($"Gridid was null when loading \"{map}\", aborting.");
|
2023-04-25 20:23:14 -04:00
|
|
|
foreach (var session in ops)
|
|
|
|
|
{
|
|
|
|
|
ev.PlayerPool.Add(session);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return;
|
2023-04-24 16:21:05 +10:00
|
|
|
}
|
2022-06-03 10:56:11 -05:00
|
|
|
|
2023-04-25 20:23:14 -04:00
|
|
|
pirates.PirateShip = gridId.Value;
|
2022-06-03 10:56:11 -05:00
|
|
|
|
2023-04-25 20:23:14 -04:00
|
|
|
// TODO: Loot table or something
|
2023-11-27 13:27:17 -08:00
|
|
|
var pirateGear = _prototypeManager.Index<StartingGearPrototype>(GearId); // YARRR
|
2022-06-03 10:56:11 -05:00
|
|
|
|
2023-04-25 20:23:14 -04:00
|
|
|
var spawns = new List<EntityCoordinates>();
|
2022-06-03 10:56:11 -05:00
|
|
|
|
2023-04-25 20:23:14 -04:00
|
|
|
// Forgive me for hardcoding prototypes
|
|
|
|
|
foreach (var (_, meta, xform) in
|
|
|
|
|
EntityQuery<SpawnPointComponent, MetaDataComponent, TransformComponent>(true))
|
|
|
|
|
{
|
2023-11-27 13:27:17 -08:00
|
|
|
if (meta.EntityPrototype?.ID != SpawnPointId || xform.ParentUid != pirates.PirateShip)
|
2023-04-25 20:23:14 -04:00
|
|
|
continue;
|
2022-06-03 10:56:11 -05:00
|
|
|
|
2023-04-25 20:23:14 -04:00
|
|
|
spawns.Add(xform.Coordinates);
|
|
|
|
|
}
|
2022-06-03 10:56:11 -05:00
|
|
|
|
2023-04-25 20:23:14 -04:00
|
|
|
if (spawns.Count == 0)
|
|
|
|
|
{
|
|
|
|
|
spawns.Add(Transform(pirates.PirateShip).Coordinates);
|
2024-03-17 08:31:09 +01:00
|
|
|
Log.Warning($"Fell back to default spawn for pirates!");
|
2023-04-25 20:23:14 -04:00
|
|
|
}
|
2022-06-03 10:56:11 -05:00
|
|
|
|
2023-04-25 20:23:14 -04:00
|
|
|
for (var i = 0; i < ops.Length; i++)
|
|
|
|
|
{
|
|
|
|
|
var sex = _random.Prob(0.5f) ? Sex.Male : Sex.Female;
|
|
|
|
|
var gender = sex == Sex.Male ? Gender.Male : Gender.Female;
|
2022-06-03 10:56:11 -05:00
|
|
|
|
2023-11-27 13:27:17 -08:00
|
|
|
var name = _namingSystem.GetName(SpeciesId, gender);
|
2022-06-03 10:56:11 -05:00
|
|
|
|
2023-04-25 20:23:14 -04:00
|
|
|
var session = ops[i];
|
2023-06-18 11:33:19 -07:00
|
|
|
var newMind = _mindSystem.CreateMind(session.UserId, name);
|
2023-06-20 16:29:26 +12:00
|
|
|
_mindSystem.SetUserId(newMind, session.UserId);
|
2022-06-03 10:56:11 -05:00
|
|
|
|
2023-11-27 13:27:17 -08:00
|
|
|
var mob = Spawn(MobId, _random.Pick(spawns));
|
2023-08-28 11:20:31 +02:00
|
|
|
_metaData.SetEntityName(mob, name);
|
2022-06-03 10:56:11 -05:00
|
|
|
|
2023-06-18 11:33:19 -07:00
|
|
|
_mindSystem.TransferTo(newMind, mob);
|
2023-04-25 20:23:14 -04:00
|
|
|
var profile = _prefs.GetPreferences(session.UserId).SelectedCharacter as HumanoidCharacterProfile;
|
|
|
|
|
_stationSpawningSystem.EquipStartingGear(mob, pirateGear, profile);
|
2022-06-03 10:56:11 -05:00
|
|
|
|
2023-11-27 13:27:17 -08:00
|
|
|
_npcFaction.RemoveFaction(mob, EnemyFactionId, false);
|
|
|
|
|
_npcFaction.AddFaction(mob, PirateFactionId);
|
2023-11-06 02:38:02 +00:00
|
|
|
|
2023-04-25 20:23:14 -04:00
|
|
|
pirates.Pirates.Add(newMind);
|
2022-06-03 10:56:11 -05:00
|
|
|
|
2023-06-07 10:15:22 +03:00
|
|
|
// Notificate every player about a pirate antagonist role with sound
|
|
|
|
|
_audioSystem.PlayGlobal(pirates.PirateAlertSound, session);
|
|
|
|
|
|
2023-04-25 20:23:14 -04:00
|
|
|
GameTicker.PlayerJoinGame(session);
|
|
|
|
|
}
|
2023-04-24 16:21:05 +10:00
|
|
|
|
2023-04-25 20:23:14 -04:00
|
|
|
pirates.InitialShipValue = _pricingSystem.AppraiseGrid(pirates.PirateShip, uid =>
|
|
|
|
|
{
|
|
|
|
|
pirates.InitialItems.Add(uid);
|
|
|
|
|
return true;
|
|
|
|
|
}); // Include the players in the appraisal.
|
|
|
|
|
}
|
2022-06-03 10:56:11 -05:00
|
|
|
}
|
|
|
|
|
|
2022-07-20 05:46:23 -04:00
|
|
|
//Forcing one player to be a pirate.
|
Refactor antag rule code (#23445)
* Initial Pass, Rev, Thief
* Zombie initial pass
* Rebase, Traitor
* Nukeops, More overloads
* Revert RevolutionaryRuleComponent
* Use TryRoundStartAttempt, Rewrite nukie spawning
* Comments, Add task scheduler to GameRuleSystem
* Zombie initial testing done
* Sort methods, rework GameRuleTask
* Add CCVar, Initial testing continues
* Might as well get rid of the obsolete logging
* Oops, i dont know how to log apparently
* Suggested formatting fixes
* Suggested changes
* Fix merge issues
* Minor optimisation
* Allowed thief to choose other antags
* Review changes
* Spawn items on floor first, then inserting
* minor tweaks
* Shift as much as possible to ProtoId<>
* Remove unneeded
* Add exclusive antag attribute
* Fix merge issues
* Minor formatting fix
* Convert to struct
* Cleanup
* Review cleanup (need to test a lot)
* Some fixes, (mostly) tested
* oop
* Pass tests (for real)
---------
Co-authored-by: Rainfall <rainfey0+git@gmail.com>
Co-authored-by: AJCM <AJCM@tutanota.com>
2024-02-29 06:25:10 +00:00
|
|
|
public void MakePirate(EntityUid entity)
|
2022-07-20 05:46:23 -04:00
|
|
|
{
|
Refactor antag rule code (#23445)
* Initial Pass, Rev, Thief
* Zombie initial pass
* Rebase, Traitor
* Nukeops, More overloads
* Revert RevolutionaryRuleComponent
* Use TryRoundStartAttempt, Rewrite nukie spawning
* Comments, Add task scheduler to GameRuleSystem
* Zombie initial testing done
* Sort methods, rework GameRuleTask
* Add CCVar, Initial testing continues
* Might as well get rid of the obsolete logging
* Oops, i dont know how to log apparently
* Suggested formatting fixes
* Suggested changes
* Fix merge issues
* Minor optimisation
* Allowed thief to choose other antags
* Review changes
* Spawn items on floor first, then inserting
* minor tweaks
* Shift as much as possible to ProtoId<>
* Remove unneeded
* Add exclusive antag attribute
* Fix merge issues
* Minor formatting fix
* Convert to struct
* Cleanup
* Review cleanup (need to test a lot)
* Some fixes, (mostly) tested
* oop
* Pass tests (for real)
---------
Co-authored-by: Rainfall <rainfey0+git@gmail.com>
Co-authored-by: AJCM <AJCM@tutanota.com>
2024-02-29 06:25:10 +00:00
|
|
|
if (!_mindSystem.TryGetMind(entity, out var mindId, out var mind))
|
2022-07-20 05:46:23 -04:00
|
|
|
return;
|
Refactor antag rule code (#23445)
* Initial Pass, Rev, Thief
* Zombie initial pass
* Rebase, Traitor
* Nukeops, More overloads
* Revert RevolutionaryRuleComponent
* Use TryRoundStartAttempt, Rewrite nukie spawning
* Comments, Add task scheduler to GameRuleSystem
* Zombie initial testing done
* Sort methods, rework GameRuleTask
* Add CCVar, Initial testing continues
* Might as well get rid of the obsolete logging
* Oops, i dont know how to log apparently
* Suggested formatting fixes
* Suggested changes
* Fix merge issues
* Minor optimisation
* Allowed thief to choose other antags
* Review changes
* Spawn items on floor first, then inserting
* minor tweaks
* Shift as much as possible to ProtoId<>
* Remove unneeded
* Add exclusive antag attribute
* Fix merge issues
* Minor formatting fix
* Convert to struct
* Cleanup
* Review cleanup (need to test a lot)
* Some fixes, (mostly) tested
* oop
* Pass tests (for real)
---------
Co-authored-by: Rainfall <rainfey0+git@gmail.com>
Co-authored-by: AJCM <AJCM@tutanota.com>
2024-02-29 06:25:10 +00:00
|
|
|
|
|
|
|
|
SetOutfitCommand.SetOutfit(entity, GearId, EntityManager);
|
2023-06-07 10:15:22 +03:00
|
|
|
|
|
|
|
|
var pirateRule = EntityQuery<PiratesRuleComponent>().FirstOrDefault();
|
|
|
|
|
if (pirateRule == null)
|
|
|
|
|
{
|
|
|
|
|
//todo fuck me this shit is awful
|
2023-11-27 13:27:17 -08:00
|
|
|
GameTicker.StartGameRule(GameRuleId, out var ruleEntity);
|
2023-06-07 10:15:22 +03:00
|
|
|
pirateRule = Comp<PiratesRuleComponent>(ruleEntity);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Notificate every player about a pirate antagonist role with sound
|
|
|
|
|
if (mind.Session != null)
|
|
|
|
|
{
|
|
|
|
|
_audioSystem.PlayGlobal(pirateRule.PirateAlertSound, mind.Session);
|
|
|
|
|
}
|
2022-07-20 05:46:23 -04:00
|
|
|
}
|
|
|
|
|
|
2022-06-03 10:56:11 -05:00
|
|
|
private void OnStartAttempt(RoundStartAttemptEvent ev)
|
|
|
|
|
{
|
2023-04-25 20:23:14 -04:00
|
|
|
var query = EntityQueryEnumerator<PiratesRuleComponent, GameRuleComponent>();
|
|
|
|
|
while (query.MoveNext(out var uid, out var pirates, out var gameRule))
|
2023-04-24 16:21:05 +10:00
|
|
|
{
|
2023-04-25 20:23:14 -04:00
|
|
|
if (!GameTicker.IsGameRuleActive(uid, gameRule))
|
|
|
|
|
return;
|
2023-04-24 01:20:51 -04:00
|
|
|
|
2023-04-25 20:23:14 -04:00
|
|
|
var minPlayers = _cfg.GetCVar(CCVars.PiratesMinPlayers);
|
|
|
|
|
if (!ev.Forced && ev.Players.Length < minPlayers)
|
|
|
|
|
{
|
2023-06-08 00:16:18 -07:00
|
|
|
_chatManager.SendAdminAnnouncement(Loc.GetString("nukeops-not-enough-ready-players",
|
2023-04-25 20:23:14 -04:00
|
|
|
("readyPlayersCount", ev.Players.Length), ("minimumPlayers", minPlayers)));
|
|
|
|
|
ev.Cancel();
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (ev.Players.Length == 0)
|
|
|
|
|
{
|
|
|
|
|
_chatManager.DispatchServerAnnouncement(Loc.GetString("nukeops-no-one-ready"));
|
|
|
|
|
ev.Cancel();
|
|
|
|
|
}
|
2022-06-03 10:56:11 -05:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|