1v1 me first to 31 no powerups [Deathmatch Gamemode] (#19467)

Co-authored-by: Kara <lunarautomaton6@gmail.com>
This commit is contained in:
Nemanja
2023-08-30 21:06:15 -04:00
committed by GitHub
parent 3f678104e3
commit 4d677f0685
44 changed files with 2821 additions and 155 deletions

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@@ -1,33 +1,46 @@
namespace Content.Server.GameTicking.Rules.Components;
using Content.Shared.FixedPoint;
using Content.Shared.Roles;
using Content.Shared.Storage;
using Robust.Shared.Network;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Server.GameTicking.Rules.Components;
/// <summary>
/// Simple GameRule that will do a free-for-all death match.
/// Kill everybody else to win.
/// Gamerule that ends when a player gets a certain number of kills.
/// </summary>
[RegisterComponent, Access(typeof(DeathMatchRuleSystem))]
public sealed partial class DeathMatchRuleComponent : Component
{
/// <summary>
/// The number of points a player has to get to win.
/// </summary>
[DataField("killCap"), ViewVariables(VVAccess.ReadWrite)]
public FixedPoint2 KillCap = 31;
/// <summary>
/// How long until the round restarts
/// </summary>
[DataField("restartDelay"), ViewVariables(VVAccess.ReadWrite)]
public float RestartDelay = 10f;
public TimeSpan RestartDelay = TimeSpan.FromSeconds(10f);
/// <summary>
/// How long after a person dies will the restart be checked
/// The person who won.
/// We store this here in case of some assist shenanigans.
/// </summary>
[DataField("deadCheckDelay"), ViewVariables(VVAccess.ReadWrite)]
public float DeadCheckDelay = 5f;
[DataField("victor")]
public NetUserId? Victor;
/// <summary>
/// A timer for checking after a death
/// An entity spawned after a player is killed.
/// </summary>
[DataField("deadCheckTimer"), ViewVariables(VVAccess.ReadWrite)]
public float? DeadCheckTimer;
[DataField("rewardSpawns")]
public List<EntitySpawnEntry> RewardSpawns = new();
/// <summary>
/// A timer for the restart.
/// The gear all players spawn with.
/// </summary>
[DataField("restartTimer"), ViewVariables(VVAccess.ReadWrite)]
public float? RestartTimer;
[DataField("gear", customTypeSerializer: typeof(PrototypeIdSerializer<StartingGearPrototype>)), ViewVariables(VVAccess.ReadWrite)]
public string Gear = "DeathMatchGear";
}

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namespace Content.Server.GameTicking.Rules.Components;
/// <summary>
/// This is used for a rule that announces kills globally.
/// </summary>
[RegisterComponent, Access(typeof(KillCalloutRuleSystem))]
public sealed partial class KillCalloutRuleComponent : Component
{
/// <summary>
/// Root used to generate kill callouts
/// </summary>
[DataField("killCalloutPrefix")]
public string KillCalloutPrefix = "death-match-kill-callout-";
/// <summary>
/// A value used to randomly select a kill callout
/// </summary>
[DataField("killCalloutAmount")]
public int KillCalloutAmount = 60;
/// <summary>
/// Root used to generate kill callouts when a player is killed by the environment
/// </summary>
[DataField("environmentKillCallouts")]
public string SelfKillCalloutPrefix = "death-match-kill-callout-env-";
/// <summary>
/// A value used to randomly select a kill callout when a player is killed by the environment
/// </summary>
[DataField("selfKillCalloutAmount")]
public int SelfKillCalloutAmount = 10;
}

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namespace Content.Server.GameTicking.Rules.Components;
/// <summary>
/// This is used for gamemodes that automatically respawn players when they're no longer alive.
/// </summary>
[RegisterComponent, Access(typeof(RespawnRuleSystem))]
public sealed partial class RespawnDeadRuleComponent : Component
{
}

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using Robust.Shared.Network;
namespace Content.Server.GameTicking.Rules.Components;
/// <summary>
/// This is used for globally tracking players that need to be respawned.
/// Used on gamerule entities.
/// </summary>
[RegisterComponent, Access(typeof(RespawnRuleSystem))]
public sealed partial class RespawnTrackerComponent : Component
{
/// <summary>
/// A list of the people that should be respawned.
/// Used to make sure that we don't respawn aghosts or observers.
/// </summary>
[DataField("players")]
public HashSet<NetUserId> Players = new();
/// <summary>
/// The delay between dying and respawning.
/// </summary>
[DataField("respawnDelay")]
public TimeSpan RespawnDelay = TimeSpan.Zero;
/// <summary>
/// A dictionary of player netuserids and when they will respawn.
/// </summary>
[DataField("respawnQueue")]
public Dictionary<NetUserId, TimeSpan> RespawnQueue = new();
}

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@@ -1,12 +1,14 @@
using Content.Server.Chat.Managers;
using Content.Server.Administration.Commands;
using Content.Server.GameTicking.Rules.Components;
using Content.Shared.CCVar;
using Content.Shared.Damage;
using Content.Shared.Mobs.Components;
using Content.Shared.Mobs.Systems;
using Content.Server.KillTracking;
using Content.Server.Mind;
using Content.Server.Points;
using Content.Server.RoundEnd;
using Content.Server.Station.Systems;
using Content.Shared.Points;
using Content.Shared.Storage;
using Robust.Server.Player;
using Robust.Shared.Configuration;
using Robust.Shared.Enums;
using Robust.Shared.Utility;
namespace Content.Server.GameTicking.Rules;
@@ -15,116 +17,116 @@ namespace Content.Server.GameTicking.Rules;
/// </summary>
public sealed class DeathMatchRuleSystem : GameRuleSystem<DeathMatchRuleComponent>
{
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IChatManager _chatManager = default!;
[Dependency] private readonly MobStateSystem _mobStateSystem = default!;
[Dependency] private readonly IConfigurationManager _cfg = default!;
[Dependency] private readonly IPlayerManager _player = default!;
[Dependency] private readonly MindSystem _mind = default!;
[Dependency] private readonly PointSystem _point = default!;
[Dependency] private readonly RespawnRuleSystem _respawn = default!;
[Dependency] private readonly RoundEndSystem _roundEnd = default!;
[Dependency] private readonly StationSpawningSystem _stationSpawning = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<DamageChangedEvent>(OnHealthChanged);
_playerManager.PlayerStatusChanged += OnPlayerStatusChanged;
SubscribeLocalEvent<PlayerBeforeSpawnEvent>(OnBeforeSpawn);
SubscribeLocalEvent<PlayerSpawnCompleteEvent>(OnSpawnComplete);
SubscribeLocalEvent<KillReportedEvent>(OnKillReported);
SubscribeLocalEvent<DeathMatchRuleComponent, PlayerPointChangedEvent>(OnPointChanged);
SubscribeLocalEvent<RoundEndTextAppendEvent>(OnRoundEndTextAppend);
}
public override void Shutdown()
private void OnBeforeSpawn(PlayerBeforeSpawnEvent ev)
{
base.Shutdown();
_playerManager.PlayerStatusChanged -= OnPlayerStatusChanged;
}
protected override void Started(EntityUid uid, DeathMatchRuleComponent component, GameRuleComponent gameRule, GameRuleStartedEvent args)
{
_chatManager.DispatchServerAnnouncement(Loc.GetString("rule-death-match-added-announcement"));
}
protected override void Ended(EntityUid uid, DeathMatchRuleComponent component, GameRuleComponent gameRule, GameRuleEndedEvent args)
{
base.Ended(uid, component, gameRule, args);
component.DeadCheckTimer = null;
component.RestartTimer = null;
}
private void OnHealthChanged(DamageChangedEvent _)
{
RunDelayedCheck();
}
private void OnPlayerStatusChanged(object? ojb, SessionStatusEventArgs e)
{
if (e.NewStatus == SessionStatus.Disconnected)
var query = EntityQueryEnumerator<DeathMatchRuleComponent, RespawnTrackerComponent, PointManagerComponent, GameRuleComponent>();
while (query.MoveNext(out var uid, out var dm, out var tracker, out var point, out var rule))
{
RunDelayedCheck();
}
}
private void RunDelayedCheck()
{
var query = EntityQueryEnumerator<DeathMatchRuleComponent, GameRuleComponent>();
while (query.MoveNext(out var uid, out var deathMatch, out var gameRule))
{
if (!GameTicker.IsGameRuleActive(uid, gameRule) || deathMatch.DeadCheckTimer != null)
if (!GameTicker.IsGameRuleActive(uid, rule))
continue;
deathMatch.DeadCheckTimer = deathMatch.DeadCheckDelay;
var newMind = _mind.CreateMind(ev.Player.UserId, ev.Profile.Name);
_mind.SetUserId(newMind, ev.Player.UserId);
var mobMaybe = _stationSpawning.SpawnPlayerCharacterOnStation(ev.Station, null, ev.Profile);
DebugTools.AssertNotNull(mobMaybe);
var mob = mobMaybe!.Value;
_mind.TransferTo(newMind, mob);
SetOutfitCommand.SetOutfit(mob, dm.Gear, EntityManager);
EnsureComp<KillTrackerComponent>(mob);
_respawn.AddToTracker(ev.Player.UserId, uid, tracker);
_point.EnsurePlayer(ev.Player.UserId, uid, point);
ev.Handled = true;
break;
}
}
protected override void ActiveTick(EntityUid uid, DeathMatchRuleComponent component, GameRuleComponent gameRule, float frameTime)
private void OnSpawnComplete(PlayerSpawnCompleteEvent ev)
{
base.ActiveTick(uid, component, gameRule, frameTime);
// If the restart timer is active, that means the round is ending soon, no need to check for winners.
// TODO: We probably want a sane, centralized round end thingie in GameTicker, RoundEndSystem is no good...
if (component.RestartTimer != null)
EnsureComp<KillTrackerComponent>(ev.Mob);
var query = EntityQueryEnumerator<DeathMatchRuleComponent, RespawnTrackerComponent, GameRuleComponent>();
while (query.MoveNext(out var uid, out _, out var tracker, out var rule))
{
component.RestartTimer -= frameTime;
if (component.RestartTimer > 0f)
return;
GameTicker.EndRound();
GameTicker.RestartRound();
return;
if (!GameTicker.IsGameRuleActive(uid, rule))
continue;
_respawn.AddToTracker(ev.Mob, uid, tracker);
}
}
if (!_cfg.GetCVar(CCVars.GameLobbyEnableWin) || component.DeadCheckTimer == null)
return;
component.DeadCheckTimer -= frameTime;
if (component.DeadCheckTimer > 0)
return;
component.DeadCheckTimer = null;
IPlayerSession? winner = null;
foreach (var playerSession in _playerManager.ServerSessions)
private void OnKillReported(ref KillReportedEvent ev)
{
var query = EntityQueryEnumerator<DeathMatchRuleComponent, PointManagerComponent, GameRuleComponent>();
while (query.MoveNext(out var uid, out var dm, out var point, out var rule))
{
if (playerSession.AttachedEntity is not { Valid: true } playerEntity
|| !TryComp(playerEntity, out MobStateComponent? state))
if (!GameTicker.IsGameRuleActive(uid, rule))
continue;
if (!_mobStateSystem.IsAlive(playerEntity, state))
// YOU SUICIDED OR GOT THROWN INTO LAVA!
// WHAT A GIANT FUCKING NERD! LAUGH NOW!
if (ev.Primary is not KillPlayerSource player)
{
_point.AdjustPointValue(ev.Entity, -1, uid, point);
continue;
}
_point.AdjustPointValue(player.PlayerId, 1, uid, point);
if (ev.Assist is KillPlayerSource assist && dm.Victor == null)
_point.AdjustPointValue(assist.PlayerId, 1, uid, point);
var spawns = EntitySpawnCollection.GetSpawns(dm.RewardSpawns);
EntityManager.SpawnEntities(Transform(ev.Entity).MapPosition, spawns);
}
}
private void OnPointChanged(EntityUid uid, DeathMatchRuleComponent component, ref PlayerPointChangedEvent args)
{
if (component.Victor != null)
return;
if (args.Points < component.KillCap)
return;
component.Victor = args.Player;
_roundEnd.EndRound(component.RestartDelay);
}
private void OnRoundEndTextAppend(RoundEndTextAppendEvent ev)
{
var query = EntityQueryEnumerator<DeathMatchRuleComponent, PointManagerComponent, GameRuleComponent>();
while (query.MoveNext(out var uid, out var dm, out var point, out var rule))
{
if (!GameTicker.IsGameRuleAdded(uid, rule))
continue;
// Found a second person alive, nothing decided yet!
if (winner != null)
return;
winner = playerSession;
if (dm.Victor != null && _player.TryGetPlayerData(dm.Victor.Value, out var data))
{
ev.AddLine(Loc.GetString("point-scoreboard-winner", ("player", data.UserName)));
ev.AddLine("");
}
ev.AddLine(Loc.GetString("point-scoreboard-header"));
ev.AddLine(new FormattedMessage(point.Scoreboard).ToMarkup());
}
_chatManager.DispatchServerAnnouncement(winner == null
? Loc.GetString("rule-death-match-check-winner-stalemate")
: Loc.GetString("rule-death-match-check-winner", ("winner", winner)));
_chatManager.DispatchServerAnnouncement(Loc.GetString("rule-restarting-in-seconds",
("seconds", component.RestartDelay)));
component.RestartTimer = component.RestartDelay;
}
}

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using Content.Server.Chat.Managers;
using Content.Server.GameTicking.Rules.Components;
using Content.Server.KillTracking;
using Content.Shared.Chat;
using Robust.Server.GameObjects;
using Robust.Server.Player;
using Robust.Shared.Random;
namespace Content.Server.GameTicking.Rules;
/// <summary>
/// This handles calling out kills from <see cref="KillTrackingSystem"/>
/// </summary>
public sealed class KillCalloutRuleSystem : GameRuleSystem<KillCalloutRuleComponent>
{
[Dependency] private readonly IChatManager _chatManager = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IRobustRandom _random = default!;
/// <inheritdoc/>
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<KillReportedEvent>(OnKillReported);
}
private void OnKillReported(ref KillReportedEvent ev)
{
var query = EntityQueryEnumerator<KillCalloutRuleComponent, GameRuleComponent>();
while (query.MoveNext(out var uid, out var kill, out var rule))
{
if (!GameTicker.IsGameRuleActive(uid, rule))
continue;
var callout = GetCallout(kill, ev);
_chatManager.ChatMessageToAll(ChatChannel.Server, callout, callout, uid, false, true, Color.OrangeRed);
}
}
private string GetCallout(KillCalloutRuleComponent component, KillReportedEvent ev)
{
// Do the humiliation callouts if you kill yourself or die from bleeding out or something lame.
if (ev.Primary is KillEnvironmentSource || ev.Suicide)
{
var selfCallout = $"{component.SelfKillCalloutPrefix}{_random.Next(component.SelfKillCalloutAmount)}";
return Loc.GetString(selfCallout,
("victim", GetCalloutName(ev.Entity)));
}
var primary = GetCalloutName(ev.Primary);
var killerString = primary;
if (ev.Assist != null)
{
var secondary = GetCalloutName(ev.Assist);
killerString = Loc.GetString("death-match-assist",
("primary", primary), ("secondary", secondary));
}
var callout = $"{component.KillCalloutPrefix}{_random.Next(component.KillCalloutAmount)}";
return Loc.GetString(callout, ("killer", killerString),
("victim", GetCalloutName(ev.Entity)));
}
private string GetCalloutName(KillSource source)
{
switch (source)
{
case KillPlayerSource player:
if (!_playerManager.TryGetSessionById(player.PlayerId, out var session))
break;
if (session.AttachedEntity == null)
break;
return Loc.GetString("death-match-name-player",
("name", MetaData(session.AttachedEntity.Value).EntityName),
("username", session.Name));
case KillNpcSource npc:
if (Deleted(npc.NpcEnt))
return string.Empty;
return Loc.GetString("death-match-name-npc", ("name", MetaData(npc.NpcEnt).EntityName));
}
return string.Empty;
}
private string GetCalloutName(EntityUid source)
{
if (TryComp<ActorComponent>(source, out var actorComp))
{
return Loc.GetString("death-match-name-player",
("name", MetaData(source).EntityName),
("username", actorComp.PlayerSession.Name));
}
return Loc.GetString("death-match-name-npc", ("name", MetaData(source).EntityName));
}
}

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using Content.Server.Chat.Managers;
using Content.Server.GameTicking.Rules.Components;
using Content.Server.Mind;
using Content.Server.Mind.Components;
using Content.Server.Mind.Toolshed;
using Content.Server.Players;
using Content.Server.Station.Systems;
using Content.Shared.Chat;
using Content.Shared.Interaction.Events;
using Content.Shared.Mobs;
using Robust.Server.GameObjects;
using Robust.Server.Player;
using Robust.Shared.Network;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
namespace Content.Server.GameTicking.Rules;
/// <summary>
/// This handles logic and interactions related to <see cref="RespawnDeadRuleComponent"/>
/// </summary>
public sealed class RespawnRuleSystem : GameRuleSystem<RespawnDeadRuleComponent>
{
[Dependency] private readonly IChatManager _chatManager = default!;
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly StationSystem _station = default!;
/// <inheritdoc/>
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<SuicideEvent>(OnSuicide);
SubscribeLocalEvent<MobStateChangedEvent>(OnMobStateChanged);
}
private void OnSuicide(SuicideEvent ev)
{
if (!TryComp<ActorComponent>(ev.Victim, out var actor))
return;
var query = EntityQueryEnumerator<RespawnTrackerComponent>();
while (query.MoveNext(out _, out var respawn))
{
respawn.Players.Remove(actor.PlayerSession.UserId);
}
QueueDel(ev.Victim);
}
private void OnMobStateChanged(MobStateChangedEvent args)
{
if (args.NewMobState == MobState.Alive)
return;
if (!TryComp<ActorComponent>(args.Target, out var actor))
return;
var query = EntityQueryEnumerator<RespawnDeadRuleComponent, GameRuleComponent>();
while (query.MoveNext(out var uid, out _, out var rule))
{
if (!GameTicker.IsGameRuleActive(uid, rule))
continue;
if (RespawnPlayer(args.Target, uid, actor: actor))
break;
}
}
public override void Update(float frameTime)
{
base.Update(frameTime);
if (_station.GetStations().FirstOrNull() is not { } station)
return;
foreach (var tracker in EntityQuery<RespawnTrackerComponent>())
{
var queue = new Dictionary<NetUserId, TimeSpan>(tracker.RespawnQueue);
foreach (var (player, time) in queue)
{
if (_timing.CurTime < time)
continue;
if (!_playerManager.TryGetSessionById(player, out var session))
continue;
if (session.GetMind() is { } mind && TryComp<MindComponent>(mind, out var mindComp) && mindComp.OwnedEntity.HasValue)
QueueDel(mindComp.OwnedEntity.Value);
GameTicker.MakeJoinGame(session, station, silent: true);
tracker.RespawnQueue.Remove(player);
}
}
}
/// <summary>
/// Adds a given player to the respawn tracker, ensuring that they are respawned if they die.
/// </summary>
public void AddToTracker(EntityUid player, EntityUid tracker, RespawnTrackerComponent? component = null, ActorComponent? actor = null)
{
if (!Resolve(tracker, ref component) || !Resolve(player, ref actor, false))
return;
AddToTracker(actor.PlayerSession.UserId, tracker, component);
}
/// <summary>
/// Adds a given player to the respawn tracker, ensuring that they are respawned if they die.
/// </summary>
public void AddToTracker(NetUserId id, EntityUid tracker, RespawnTrackerComponent? component = null)
{
if (!Resolve(tracker, ref component))
return;
component.Players.Add(id);
}
/// <summary>
/// Attempts to directly respawn a player, skipping the lobby screen.
/// </summary>
public bool RespawnPlayer(EntityUid player, EntityUid respawnTracker, RespawnTrackerComponent? component = null, ActorComponent? actor = null)
{
if (!Resolve(respawnTracker, ref component) || !Resolve(player, ref actor, false))
return false;
if (!component.Players.Contains(actor.PlayerSession.UserId) || component.RespawnQueue.ContainsKey(actor.PlayerSession.UserId))
return false;
if (component.RespawnDelay == TimeSpan.Zero)
{
if (_station.GetStations().FirstOrNull() is not { } station)
return false;
QueueDel(player);
GameTicker.MakeJoinGame(actor.PlayerSession, station, silent: true);
return false;
}
var msg = Loc.GetString("rule-respawn-in-seconds", ("second", component.RespawnDelay.TotalSeconds));
var wrappedMsg = Loc.GetString("chat-manager-server-wrap-message", ("message", msg));
_chatManager.ChatMessageToOne(ChatChannel.Server, msg, wrappedMsg, respawnTracker, false, actor.PlayerSession.ConnectedClient, Color.LimeGreen);
component.RespawnQueue[actor.PlayerSession.UserId] = _timing.CurTime + component.RespawnDelay;
return true;
}
}