Refactoring of roles and notifications about antagonist assignment (#16864)
* Refactoring of antagonist roles and notifications about antagonist role assignment. Refactoring of traitor assignment methods and bug fixing. * Announcement files moved, code is adjusted to new revision * Play to entity changed to play to global cause of mono audio restrictions. * Path to audio files changed to sound specifiers, unique alerts for each role. * Uncommited changes * New alert sounds for each antag role. * PR review fixes * Antagonist role assignment sound notifications moved to Systems, sounds moved to Components. * License update * Fixed naming and redundant parameters --------- Co-authored-by: Титов Вячеслав Витальевич <rincew1nd@yandex.ru>
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@@ -7,21 +7,18 @@ using Content.Server.PDA.Ringer;
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using Content.Server.Players;
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using Content.Server.Roles;
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using Content.Server.Shuttles.Components;
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using Content.Server.Traitor;
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using Content.Server.Traitor.Uplink;
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using Content.Shared.CCVar;
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using Content.Shared.Dataset;
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using Content.Shared.Preferences;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.PDA;
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using Content.Shared.Roles;
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using Robust.Server.Player;
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using Robust.Shared.Audio;
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using Robust.Shared.Configuration;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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namespace Content.Server.GameTicking.Rules;
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@@ -149,7 +146,7 @@ public sealed class TraitorRuleSystem : GameRuleSystem<TraitorRuleComponent>
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}
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}
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public List<IPlayerSession> FindPotentialTraitors(in Dictionary<IPlayerSession, HumanoidCharacterProfile> candidates, TraitorRuleComponent component)
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private List<IPlayerSession> FindPotentialTraitors(in Dictionary<IPlayerSession, HumanoidCharacterProfile> candidates, TraitorRuleComponent component)
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{
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var list = new List<IPlayerSession>();
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var pendingQuery = GetEntityQuery<PendingClockInComponent>();
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@@ -187,7 +184,7 @@ public sealed class TraitorRuleSystem : GameRuleSystem<TraitorRuleComponent>
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return prefList;
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}
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public List<IPlayerSession> PickTraitors(int traitorCount, List<IPlayerSession> prefList)
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private List<IPlayerSession> PickTraitors(int traitorCount, List<IPlayerSession> prefList)
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{
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var results = new List<IPlayerSession>(traitorCount);
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if (prefList.Count == 0)
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@@ -213,6 +210,7 @@ public sealed class TraitorRuleSystem : GameRuleSystem<TraitorRuleComponent>
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//no i wont fuck you, erp is against rules
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GameTicker.StartGameRule("Traitor", out var ruleEntity);
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traitorRule = Comp<TraitorRuleComponent>(ruleEntity);
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MakeCodewords(traitorRule);
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}
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var mind = traitor.Data.ContentData()?.Mind;
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@@ -221,60 +219,83 @@ public sealed class TraitorRuleSystem : GameRuleSystem<TraitorRuleComponent>
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_sawmill.Info("Failed getting mind for picked traitor.");
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return false;
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}
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if (mind.OwnedEntity is not { } entity)
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{
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Logger.ErrorS("preset", "Mind picked for traitor did not have an attached entity.");
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return false;
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}
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// creadth: we need to create uplink for the antag.
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// PDA should be in place already
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DebugTools.AssertNotNull(mind.OwnedEntity);
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// Calculate the amount of currency on the uplink.
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var startingBalance = _cfg.GetCVar(CCVars.TraitorStartingBalance);
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if (mind.CurrentJob != null)
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startingBalance = Math.Max(startingBalance - mind.CurrentJob.Prototype.AntagAdvantage, 0);
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// creadth: we need to create uplink for the antag.
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// PDA should be in place already
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var pda = _uplink.FindUplinkTarget(mind.OwnedEntity!.Value);
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if (pda == null || !_uplink.AddUplink(mind.OwnedEntity.Value, startingBalance))
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return false;
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// Add the ringtone uplink and get its code for greeting
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var code = EnsureComp<RingerUplinkComponent>(pda.Value).Code;
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// add the ringtone uplink and get its code for greeting
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var code = AddComp<RingerUplinkComponent>(pda.Value).Code;
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// Prepare antagonist role
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var antagPrototype = _prototypeManager.Index<AntagPrototype>(traitorRule.TraitorPrototypeId);
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var traitorRole = new TraitorRole(mind, antagPrototype);
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mind.AddRole(traitorRole);
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traitorRule.Traitors.Add(traitorRole);
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traitorRole.GreetTraitor(traitorRule.Codewords, code);
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// Give traitors their codewords and uplink code to keep in their character info menu
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traitorRole.Mind.Briefing = string.Format(
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"{0}\n{1}",
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Loc.GetString("traitor-role-codewords-short", ("codewords", string.Join(", ", traitorRule.Codewords))),
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Loc.GetString("traitor-role-uplink-code-short", ("code", string.Join("", code))));
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// Assign traitor roles
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mind.AddRole(traitorRole);
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SendTraitorBriefing(mind, traitorRule.Codewords, code);
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traitorRule.Traitors.Add(traitorRole);
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if (mind.TryGetSession(out var session))
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{
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// Notificate player about new role assignment
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_audioSystem.PlayGlobal(traitorRule.GreetSoundNotification, session);
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}
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// Change the faction
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_faction.RemoveFaction(entity, "NanoTrasen", false);
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_faction.AddFaction(entity, "Syndicate");
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// Give traitors their objectives
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var maxDifficulty = _cfg.GetCVar(CCVars.TraitorMaxDifficulty);
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var maxPicks = _cfg.GetCVar(CCVars.TraitorMaxPicks);
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//give traitors their objectives
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var difficulty = 0f;
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for (var pick = 0; pick < maxPicks && maxDifficulty > difficulty; pick++)
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{
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var objective = _objectivesManager.GetRandomObjective(traitorRole.Mind, "TraitorObjectiveGroups");
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if (objective == null) continue;
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if (objective == null)
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continue;
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if (traitorRole.Mind.TryAddObjective(objective))
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difficulty += objective.Difficulty;
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}
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//give traitors their codewords and uplink code to keep in their character info menu
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traitorRole.Mind.Briefing = Loc.GetString("traitor-role-codewords-short", ("codewords", string.Join(", ", traitorRule.Codewords)))
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+ "\n" + Loc.GetString("traitor-role-uplink-code-short", ("code", string.Join("", code)));
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_audioSystem.PlayGlobal(traitorRule.AddedSound, Filter.Empty().AddPlayer(traitor), false, AudioParams.Default);
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return true;
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}
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/// <summary>
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/// Send a codewords and uplink codes to traitor chat.
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/// </summary>
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/// <param name="mind">A mind (player)</param>
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/// <param name="codewords">Codewords</param>
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/// <param name="code">Uplink codes</param>
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private void SendTraitorBriefing(Mind.Mind mind, string[] codewords, Note[] code)
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{
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if (mind.TryGetSession(out var session))
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{
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_chatManager.DispatchServerMessage(session, Loc.GetString("traitor-role-greeting"));
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_chatManager.DispatchServerMessage(session, Loc.GetString("traitor-role-codewords", ("codewords", string.Join(", ", codewords))));
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_chatManager.DispatchServerMessage(session, Loc.GetString("traitor-role-uplink-code", ("code", string.Join("", code))));
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}
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}
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private void HandleLatejoin(PlayerSpawnCompleteEvent ev)
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{
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var query = EntityQueryEnumerator<TraitorRuleComponent, GameRuleComponent>();
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@@ -428,7 +449,7 @@ public sealed class TraitorRuleSystem : GameRuleSystem<TraitorRuleComponent>
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return allTraitors;
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}
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public List<TraitorRole> GetOtherTraitorsAliveAndConnected(Mind.Mind ourMind, TraitorRuleComponent component)
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private List<TraitorRole> GetOtherTraitorsAliveAndConnected(Mind.Mind ourMind, TraitorRuleComponent component)
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{
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return component.Traitors // don't want
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.Where(t => t.Mind.OwnedEntity is not null) // no entity
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