Adds shoddy death match system.
It barely even works but oh well.
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@@ -1,7 +1,112 @@
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using System;
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using System.Threading;
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using Content.Server.GameObjects;
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using Content.Server.Interfaces.Chat;
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using Content.Server.Interfaces.GameTicking;
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using Robust.Server.Interfaces.Player;
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using Robust.Server.Player;
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using Robust.Shared.Enums;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.IoC;
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using Timer = Robust.Shared.Timers.Timer;
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namespace Content.Server.GameTicking.GameRules
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{
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public class DeathMatch
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/// <summary>
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/// Simple GameRule that will do a free-for-all death match.
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/// Kill everybody else to win.
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/// </summary>
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public sealed class RuleDeathMatch : GameRule, IEntityEventSubscriber
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{
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private static readonly TimeSpan DeadCheckDelay = TimeSpan.FromSeconds(5);
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#pragma warning disable 649
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[Dependency] private readonly IPlayerManager _playerManager;
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[Dependency] private readonly IEntityManager _entityManager;
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[Dependency] private readonly IChatManager _chatManager;
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[Dependency] private readonly IGameTicker _gameTicker;
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#pragma warning restore 649
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private CancellationTokenSource _checkTimerCancel;
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public override void Added()
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{
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_chatManager.DispatchServerAnnouncement("The game is now a death match. Kill everybody else to win!");
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_entityManager.SubscribeEvent<MobDamageStateChangedMessage>(_onMobDamageStateChanged, this);
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_playerManager.PlayerStatusChanged += PlayerManagerOnPlayerStatusChanged;
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}
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public override void Removed()
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{
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base.Removed();
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_entityManager.UnsubscribeEvent<MobDamageStateChangedMessage>(this);
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_playerManager.PlayerStatusChanged -= PlayerManagerOnPlayerStatusChanged;
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}
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private void _onMobDamageStateChanged(object sender, MobDamageStateChangedMessage message)
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{
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_runDelayedCheck();
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}
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private void _checkForWinner()
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{
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_checkTimerCancel = null;
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IPlayerSession winner = null;
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foreach (var playerSession in _playerManager.GetAllPlayers())
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{
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if (playerSession.AttachedEntity == null
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|| !playerSession.AttachedEntity.TryGetComponent(out SpeciesComponent species))
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{
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continue;
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}
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if (!species.CurrentDamageState.IsConscious)
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{
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continue;
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}
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if (winner != null)
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{
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// Found a second person alive, nothing decided yet!
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return;
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}
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winner = playerSession;
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}
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if (winner == null)
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{
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_chatManager.DispatchServerAnnouncement("Everybody is dead, it's a stalemate!");
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}
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else
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{
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// We have a winner!
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_chatManager.DispatchServerAnnouncement($"{winner} wins the death match!");
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}
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_chatManager.DispatchServerAnnouncement($"Restarting in 10 seconds.");
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Timer.Spawn(TimeSpan.FromSeconds(10), () => _gameTicker.RestartRound());
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}
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private void PlayerManagerOnPlayerStatusChanged(object sender, SessionStatusEventArgs e)
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{
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if (e.NewStatus == SessionStatus.Disconnected)
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{
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_runDelayedCheck();
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}
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}
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private void _runDelayedCheck()
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{
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_checkTimerCancel?.Cancel();
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_checkTimerCancel = new CancellationTokenSource();
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Timer.Spawn(DeadCheckDelay, _checkForWinner, _checkTimerCancel.Token);
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}
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}
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}
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