Revolutionaries (#18477)
Co-authored-by: coolmankid12345 <coolmankid12345@users.noreply.github.com> Co-authored-by: EmoGarbage404 <retron404@gmail.com>
This commit is contained in:
311
Content.Server/GameTicking/Rules/RevolutionaryRuleSystem.cs
Normal file
311
Content.Server/GameTicking/Rules/RevolutionaryRuleSystem.cs
Normal file
@@ -0,0 +1,311 @@
|
||||
using System.Linq;
|
||||
using Content.Server.Chat.Managers;
|
||||
using Content.Server.GameTicking.Rules.Components;
|
||||
using Content.Server.Mind;
|
||||
using Content.Server.NPC.Systems;
|
||||
using Content.Server.Roles;
|
||||
using Content.Shared.Humanoid;
|
||||
using Content.Shared.Mobs;
|
||||
using Content.Shared.Mobs.Components;
|
||||
using Content.Shared.Revolutionary.Components;
|
||||
using Content.Shared.Roles;
|
||||
using Content.Shared.Stunnable;
|
||||
using Robust.Shared.Timing;
|
||||
using Content.Server.Popups;
|
||||
using Content.Server.Revolutionary.Components;
|
||||
using Content.Shared.IdentityManagement;
|
||||
using Content.Server.Flash;
|
||||
using Content.Shared.Mindshield.Components;
|
||||
using Content.Server.Administration.Logs;
|
||||
using Content.Shared.Database;
|
||||
using Content.Server.Antag;
|
||||
using Content.Server.NPC.Components;
|
||||
using Content.Server.RoundEnd;
|
||||
using Content.Shared.Chat;
|
||||
using Content.Shared.Mind;
|
||||
using Content.Shared.Mobs.Systems;
|
||||
using Content.Shared.Zombies;
|
||||
|
||||
namespace Content.Server.GameTicking.Rules;
|
||||
|
||||
/// <summary>
|
||||
/// Where all the main stuff for Revolutionaries happens (Assigning Head Revs, Command on station, and checking for the game to end.)
|
||||
/// </summary>
|
||||
public sealed class RevolutionaryRuleSystem : GameRuleSystem<RevolutionaryRuleComponent>
|
||||
{
|
||||
[Dependency] private readonly IAdminLogManager _adminLogManager = default!;
|
||||
[Dependency] private readonly IChatManager _chatManager = default!;
|
||||
[Dependency] private readonly IGameTiming _timing = default!;
|
||||
[Dependency] private readonly AntagSelectionSystem _antagSelection = default!;
|
||||
[Dependency] private readonly MindSystem _mind = default!;
|
||||
[Dependency] private readonly MobStateSystem _mobState = default!;
|
||||
[Dependency] private readonly NpcFactionSystem _npcFaction = default!;
|
||||
[Dependency] private readonly PopupSystem _popup = default!;
|
||||
[Dependency] private readonly RoleSystem _role = default!;
|
||||
[Dependency] private readonly SharedStunSystem _stun = default!;
|
||||
[Dependency] private readonly RoundEndSystem _roundEnd = default!;
|
||||
|
||||
[ValidatePrototypeId<NpcFactionPrototype>]
|
||||
public const string RevolutionaryNpcFaction = "Revolutionary";
|
||||
[ValidatePrototypeId<AntagPrototype>]
|
||||
public const string RevolutionaryAntagRole = "Rev";
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
SubscribeLocalEvent<RoundStartAttemptEvent>(OnStartAttempt);
|
||||
SubscribeLocalEvent<RulePlayerJobsAssignedEvent>(OnPlayerJobAssigned);
|
||||
SubscribeLocalEvent<CommandStaffComponent, MobStateChangedEvent>(OnCommandMobStateChanged);
|
||||
SubscribeLocalEvent<HeadRevolutionaryComponent, MobStateChangedEvent>(OnHeadRevMobStateChanged);
|
||||
SubscribeLocalEvent<RoundEndTextAppendEvent>(OnRoundEndText);
|
||||
SubscribeLocalEvent<HeadRevolutionaryComponent, AfterFlashedEvent>(OnPostFlash);
|
||||
}
|
||||
|
||||
protected override void Started(EntityUid uid, RevolutionaryRuleComponent component, GameRuleComponent gameRule, GameRuleStartedEvent args)
|
||||
{
|
||||
base.Started(uid, component, gameRule, args);
|
||||
component.CommandCheck = _timing.CurTime + component.TimerWait;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks if the round should end and also checks who has a mindshield.
|
||||
/// </summary>
|
||||
protected override void ActiveTick(EntityUid uid, RevolutionaryRuleComponent component, GameRuleComponent gameRule, float frameTime)
|
||||
{
|
||||
base.ActiveTick(uid, component, gameRule, frameTime);
|
||||
if (component.CommandCheck <= _timing.CurTime)
|
||||
{
|
||||
component.CommandCheck = _timing.CurTime + component.TimerWait;
|
||||
|
||||
if (CheckCommandLose())
|
||||
{
|
||||
_roundEnd.DoRoundEndBehavior(RoundEndBehavior.ShuttleCall, component.ShuttleCallTime);
|
||||
GameTicker.EndGameRule(uid, gameRule);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void OnRoundEndText(RoundEndTextAppendEvent ev)
|
||||
{
|
||||
var revsLost = CheckRevsLose();
|
||||
var commandLost = CheckCommandLose();
|
||||
var query = AllEntityQuery<RevolutionaryRuleComponent>();
|
||||
while (query.MoveNext(out var headrev))
|
||||
{
|
||||
// This is (revsLost, commandsLost) concatted together
|
||||
// (moony wrote this comment idk what it means)
|
||||
var index = (commandLost ? 1 : 0) | (revsLost ? 2 : 0);
|
||||
ev.AddLine(Loc.GetString(Outcomes[index]));
|
||||
|
||||
ev.AddLine(Loc.GetString("head-rev-initial-count", ("initialCount", headrev.HeadRevs.Count)));
|
||||
foreach (var player in headrev.HeadRevs)
|
||||
{
|
||||
_mind.TryGetSession(player.Value, out var session);
|
||||
var username = session?.Name;
|
||||
if (username != null)
|
||||
{
|
||||
ev.AddLine(Loc.GetString("head-rev-initial",
|
||||
("name", player.Key),
|
||||
("username", username)));
|
||||
}
|
||||
else
|
||||
{
|
||||
ev.AddLine(Loc.GetString("head-rev-initial",
|
||||
("name", player.Key)));
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
private void OnStartAttempt(RoundStartAttemptEvent ev)
|
||||
{
|
||||
var query = AllEntityQuery<RevolutionaryRuleComponent, GameRuleComponent>();
|
||||
while (query.MoveNext(out var uid, out var comp, out var gameRule))
|
||||
{
|
||||
_antagSelection.AttemptStartGameRule(ev, uid, comp.MinPlayers, gameRule);
|
||||
}
|
||||
}
|
||||
|
||||
private void OnPlayerJobAssigned(RulePlayerJobsAssignedEvent ev)
|
||||
{
|
||||
var query = QueryActiveRules();
|
||||
while (query.MoveNext(out _, out var comp, out _))
|
||||
{
|
||||
_antagSelection.EligiblePlayers(comp.RevPrototypeId, comp.MaxHeadRevs, comp.PlayersPerHeadRev, comp.HeadRevStartSound,
|
||||
"head-rev-role-greeting", "#5e9cff", out var chosen);
|
||||
GiveHeadRev(chosen, comp.RevPrototypeId, comp);
|
||||
}
|
||||
}
|
||||
|
||||
private void GiveHeadRev(List<EntityUid> chosen, string antagProto, RevolutionaryRuleComponent comp)
|
||||
{
|
||||
foreach (var headRev in chosen)
|
||||
{
|
||||
RemComp<CommandStaffComponent>(headRev);
|
||||
|
||||
var inCharacterName = MetaData(headRev).EntityName;
|
||||
if (_mind.TryGetMind(headRev, out var mindId, out var mind))
|
||||
{
|
||||
if (!_role.MindHasRole<RevolutionaryRoleComponent>(mindId))
|
||||
{
|
||||
_role.MindAddRole(mindId, new RevolutionaryRoleComponent { PrototypeId = antagProto });
|
||||
}
|
||||
if (mind.Session != null)
|
||||
{
|
||||
comp.HeadRevs.Add(inCharacterName, mindId);
|
||||
}
|
||||
}
|
||||
|
||||
_antagSelection.GiveAntagBagGear(headRev, comp.StartingGear);
|
||||
EnsureComp<RevolutionaryComponent>(headRev);
|
||||
EnsureComp<HeadRevolutionaryComponent>(headRev);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called when a Head Rev uses a flash in melee to convert somebody else.
|
||||
/// </summary>
|
||||
public void OnPostFlash(EntityUid uid, HeadRevolutionaryComponent comp, ref AfterFlashedEvent ev)
|
||||
{
|
||||
TryComp<AlwaysRevolutionaryConvertibleComponent>(ev.Target, out var alwaysConvertibleComp);
|
||||
var alwaysConvertible = alwaysConvertibleComp != null;
|
||||
|
||||
if (!_mind.TryGetMind(ev.Target, out var mindId, out var mind) && !alwaysConvertible)
|
||||
return;
|
||||
|
||||
if (HasComp<RevolutionaryComponent>(ev.Target) ||
|
||||
HasComp<MindShieldComponent>(ev.Target) ||
|
||||
!HasComp<HumanoidAppearanceComponent>(ev.Target) &&
|
||||
!alwaysConvertible ||
|
||||
!_mobState.IsAlive(ev.Target) ||
|
||||
HasComp<ZombieComponent>(ev.Target))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
_npcFaction.AddFaction(ev.Target, RevolutionaryNpcFaction);
|
||||
EnsureComp<RevolutionaryComponent>(ev.Target);
|
||||
_stun.TryParalyze(ev.Target, comp.StunTime, true);
|
||||
if (ev.User != null)
|
||||
{
|
||||
_adminLogManager.Add(LogType.Mind, LogImpact.Medium, $"{ToPrettyString(ev.User.Value)} converted {ToPrettyString(ev.Target)} into a Revolutionary");
|
||||
}
|
||||
|
||||
if (mindId == default || !_role.MindHasRole<RevolutionaryRoleComponent>(mindId))
|
||||
{
|
||||
_role.MindAddRole(mindId, new RevolutionaryRoleComponent { PrototypeId = RevolutionaryAntagRole });
|
||||
}
|
||||
if (mind?.Session != null)
|
||||
{
|
||||
var message = Loc.GetString("rev-role-greeting");
|
||||
var wrappedMessage = Loc.GetString("chat-manager-server-wrap-message", ("message", message));
|
||||
_chatManager.ChatMessageToOne(ChatChannel.Server, message, wrappedMessage, default, false, mind.Session.ConnectedClient, Color.Red);
|
||||
}
|
||||
}
|
||||
|
||||
public void OnHeadRevAdmin(EntityUid mindId, MindComponent? mind = null)
|
||||
{
|
||||
if (!Resolve(mindId, ref mind))
|
||||
return;
|
||||
|
||||
var revRule = EntityQuery<RevolutionaryRuleComponent>().FirstOrDefault();
|
||||
if (revRule == null)
|
||||
{
|
||||
GameTicker.StartGameRule("Revolutionary", out var ruleEnt);
|
||||
revRule = Comp<RevolutionaryRuleComponent>(ruleEnt);
|
||||
}
|
||||
|
||||
if (!HasComp<HeadRevolutionaryComponent>(mind.OwnedEntity))
|
||||
{
|
||||
if (mind.OwnedEntity != null)
|
||||
{
|
||||
var player = new List<EntityUid>
|
||||
{
|
||||
mind.OwnedEntity.Value
|
||||
};
|
||||
GiveHeadRev(player, RevolutionaryAntagRole, revRule);
|
||||
}
|
||||
if (mind.Session != null)
|
||||
{
|
||||
var message = Loc.GetString("head-rev-role-greeting");
|
||||
var wrappedMessage = Loc.GetString("chat-manager-server-wrap-message", ("message", message));
|
||||
_chatManager.ChatMessageToOne(ChatChannel.Server, message, wrappedMessage, default, false, mind.Session.ConnectedClient, Color.FromHex("#5e9cff"));
|
||||
}
|
||||
}
|
||||
}
|
||||
private void OnCommandMobStateChanged(EntityUid uid, CommandStaffComponent comp, MobStateChangedEvent ev)
|
||||
{
|
||||
if (ev.NewMobState == MobState.Dead || ev.NewMobState == MobState.Invalid)
|
||||
CheckCommandLose();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks if all of command is dead and if so will remove all sec and command jobs if there were any left.
|
||||
/// </summary>
|
||||
private bool CheckCommandLose()
|
||||
{
|
||||
var commandList = new List<EntityUid>();
|
||||
|
||||
var heads = AllEntityQuery<CommandStaffComponent>();
|
||||
while (heads.MoveNext(out var id, out _))
|
||||
{
|
||||
commandList.Add(id);
|
||||
}
|
||||
|
||||
return _antagSelection.IsGroupDead(commandList, true);
|
||||
}
|
||||
|
||||
private void OnHeadRevMobStateChanged(EntityUid uid, HeadRevolutionaryComponent comp, MobStateChangedEvent ev)
|
||||
{
|
||||
if (ev.NewMobState == MobState.Dead || ev.NewMobState == MobState.Invalid)
|
||||
CheckRevsLose();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks if all the Head Revs are dead and if so will deconvert all regular revs.
|
||||
/// </summary>
|
||||
private bool CheckRevsLose()
|
||||
{
|
||||
var stunTime = TimeSpan.FromSeconds(4);
|
||||
var headRevList = new List<EntityUid>();
|
||||
|
||||
var headRevs = AllEntityQuery<HeadRevolutionaryComponent, MobStateComponent>();
|
||||
while (headRevs.MoveNext(out var uid, out _, out _))
|
||||
{
|
||||
headRevList.Add(uid);
|
||||
}
|
||||
|
||||
// If no Head Revs are alive all normal Revs will lose their Rev status and rejoin Nanotrasen
|
||||
if (_antagSelection.IsGroupDead(headRevList, false))
|
||||
{
|
||||
var rev = AllEntityQuery<RevolutionaryComponent>();
|
||||
while (rev.MoveNext(out var uid, out _))
|
||||
{
|
||||
if (!HasComp<HeadRevolutionaryComponent>(uid))
|
||||
{
|
||||
_npcFaction.RemoveFaction(uid, RevolutionaryNpcFaction);
|
||||
_stun.TryParalyze(uid, stunTime, true);
|
||||
RemCompDeferred<RevolutionaryComponent>(uid);
|
||||
_popup.PopupEntity(Loc.GetString("rev-break-control", ("name", Identity.Entity(uid, EntityManager))), uid);
|
||||
_adminLogManager.Add(LogType.Mind, LogImpact.Medium, $"{ToPrettyString(uid)} was deconverted due to all Head Revolutionaries dying.");
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
private static readonly string[] Outcomes =
|
||||
{
|
||||
// revs survived and heads survived... how
|
||||
"rev-reverse-stalemate",
|
||||
// revs won and heads died
|
||||
"rev-won",
|
||||
// revs lost and heads survived
|
||||
"rev-lost",
|
||||
// revs lost and heads died
|
||||
"rev-stalemate"
|
||||
};
|
||||
}
|
||||
Reference in New Issue
Block a user