Thief hotfix (#22976)
* fixes! * reduced collection amount * omeeeeega * pipup * popup
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@@ -2,11 +2,9 @@ using Content.Server.Chat.Managers;
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using Content.Server.GameTicking.Rules.Components;
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using Content.Server.Mind;
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using Content.Server.Objectives;
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using Content.Server.Shuttles.Components;
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using Content.Server.Roles;
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using Content.Shared.Mind;
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using Content.Shared.Objectives.Components;
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using Content.Shared.Preferences;
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using Content.Shared.Roles;
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using Content.Shared.Roles.Jobs;
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using Robust.Shared.Player;
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@@ -17,24 +15,26 @@ using Content.Shared.Humanoid;
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using Content.Server.Antag;
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using Robust.Server.Audio;
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using Content.Shared.CombatMode.Pacification;
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using Content.Shared.Random;
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namespace Content.Server.GameTicking.Rules;
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public sealed class ThiefRuleSystem : GameRuleSystem<ThiefRuleComponent>
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{
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[Dependency] private readonly IChatManager _chatManager = default!;
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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 AntagSelectionSystem _antagSelection = default!;
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[Dependency] private readonly AudioSystem _audio = default!;
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[Dependency] private readonly MindSystem _mindSystem = default!;
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[Dependency] private readonly SharedRoleSystem _roleSystem = default!;
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[Dependency] private readonly SharedJobSystem _jobs = default!;
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[Dependency] private readonly ObjectivesSystem _objectives = default!;
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const string bigObjectiveGroup = "ThiefBigObjectiveGroups";
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const string smallObjectiveGroup = "ThiefObjectiveGroups";
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const string escapeObjectiveGroup = "ThiefEscapeObjectiveGroups";
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[ValidatePrototypeId<WeightedRandomPrototype>]
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const string BigObjectiveGroup = "ThiefBigObjectiveGroups";
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[ValidatePrototypeId<WeightedRandomPrototype>]
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const string SmallObjectiveGroup = "ThiefObjectiveGroups";
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[ValidatePrototypeId<WeightedRandomPrototype>]
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const string EscapeObjectiveGroup = "ThiefEscapeObjectiveGroups";
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private const float BigObjectiveChance = 0.7f;
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public override void Initialize()
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@@ -52,24 +52,21 @@ public sealed class ThiefRuleSystem : GameRuleSystem<ThiefRuleComponent>
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var query = EntityQueryEnumerator<ThiefRuleComponent, GameRuleComponent>();
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while (query.MoveNext(out var uid, out var thief, out var gameRule))
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{
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//Chance to not lauch gamerule
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if (!_random.Prob(thief.RuleChance))
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//Chance to not lauch gamerule
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if (_random.Prob(thief.RuleChance))
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{
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RemComp<ThiefRuleComponent>(uid);
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continue;
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}
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if (!GameTicker.IsGameRuleAdded(uid, gameRule))
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continue;
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foreach (var player in ev.Players)
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{
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if (!ev.Profiles.ContainsKey(player.UserId))
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if (!GameTicker.IsGameRuleAdded(uid, gameRule))
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continue;
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thief.StartCandidates[player] = ev.Profiles[player.UserId];
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foreach (var player in ev.Players)
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{
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if (!ev.Profiles.TryGetValue(player.UserId, out var profile))
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continue;
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thief.StartCandidates[player] = profile;
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}
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DoThiefStart(thief);
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}
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DoThiefStart(thief);
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}
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}
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@@ -88,19 +85,12 @@ public sealed class ThiefRuleSystem : GameRuleSystem<ThiefRuleComponent>
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foreach(var thief in selectedThieves)
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{
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MakeThief(thief, component.PacifistThieves);
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MakeThief(component, thief, component.PacifistThieves);
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}
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}
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public bool MakeThief(ICommonSession thief, bool AddPacified)
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public bool MakeThief(ThiefRuleComponent thiefRule, ICommonSession thief, bool addPacified)
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{
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var thiefRule = EntityQuery<ThiefRuleComponent>().FirstOrDefault();
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if (thiefRule == null)
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{
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GameTicker.StartGameRule("Thief", out var ruleEntity);
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thiefRule = Comp<ThiefRuleComponent>(ruleEntity);
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}
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//checks
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if (!_mindSystem.TryGetMind(thief, out var mindId, out var mind))
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{
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@@ -124,9 +114,12 @@ public sealed class ThiefRuleSystem : GameRuleSystem<ThiefRuleComponent>
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PrototypeId = thiefRule.ThiefPrototypeId
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});
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//Add Pacified
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if (AddPacified)
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//Add Pacified
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//To Do: Long-term this should just be using the antag code to add components.
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if (addPacified) //This check is important because some servers may want to disable the thief's pacifism. Do not remove.
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{
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EnsureComp<PacifiedComponent>(mind.OwnedEntity.Value);
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}
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// Notificate player about new role assignment
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if (_mindSystem.TryGetSession(mindId, out var session))
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@@ -140,7 +133,7 @@ public sealed class ThiefRuleSystem : GameRuleSystem<ThiefRuleComponent>
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if (_random.Prob(BigObjectiveChance)) // 70% chance to 1 big objective (structure or animal)
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{
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var objective = _objectives.GetRandomObjective(mindId, mind, bigObjectiveGroup);
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var objective = _objectives.GetRandomObjective(mindId, mind, BigObjectiveGroup);
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if (objective != null)
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{
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_mindSystem.AddObjective(mindId, mind, objective.Value);
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@@ -150,7 +143,7 @@ public sealed class ThiefRuleSystem : GameRuleSystem<ThiefRuleComponent>
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for (var i = 0; i < thiefRule.MaxStealObjectives && thiefRule.MaxObjectiveDifficulty > difficulty; i++) // Many small objectives
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{
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var objective = _objectives.GetRandomObjective(mindId, mind, smallObjectiveGroup);
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var objective = _objectives.GetRandomObjective(mindId, mind, SmallObjectiveGroup);
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if (objective == null)
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continue;
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@@ -159,17 +152,29 @@ public sealed class ThiefRuleSystem : GameRuleSystem<ThiefRuleComponent>
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}
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//Escape target
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var escapeObjective = _objectives.GetRandomObjective(mindId, mind, escapeObjectiveGroup);
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var escapeObjective = _objectives.GetRandomObjective(mindId, mind, EscapeObjectiveGroup);
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if (escapeObjective != null)
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_mindSystem.AddObjective(mindId, mind, escapeObjective.Value);
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// Give starting items
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_antagSelection.GiveAntagBagGear(mind.OwnedEntity.Value, thiefRule.StarterItems);
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thiefRule.ThiefMinds.Add(mindId);
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thiefRule.ThievesMinds.Add(mindId);
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return true;
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}
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public void AdminMakeThief(ICommonSession thief, bool addPacified)
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{
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var thiefRule = EntityQuery<ThiefRuleComponent>().FirstOrDefault();
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if (thiefRule == null)
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{
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GameTicker.StartGameRule("Thief", out var ruleEntity);
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thiefRule = Comp<ThiefRuleComponent>(ruleEntity);
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}
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MakeThief(thiefRule, thief, addPacified);
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}
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//Add mind briefing
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private void OnGetBriefing(Entity<ThiefRoleComponent> thief, ref GetBriefingEvent args)
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{
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@@ -193,7 +198,7 @@ public sealed class ThiefRuleSystem : GameRuleSystem<ThiefRuleComponent>
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private void OnObjectivesTextGetInfo(Entity<ThiefRuleComponent> thiefs, ref ObjectivesTextGetInfoEvent args)
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{
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args.Minds = thiefs.Comp.ThiefMinds;
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args.Minds = thiefs.Comp.ThievesMinds;
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args.AgentName = Loc.GetString("thief-round-end-agent-name");
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}
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}
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