Latejoin traitors (#9783)
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@@ -357,6 +357,8 @@ namespace Content.Server.GameTicking
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RoundNumberMetric.Inc();
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PlayersJoinedRoundNormally = 0;
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RunLevel = GameRunLevel.PreRoundLobby;
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LobbySong = _robustRandom.Pick(_lobbyMusicCollection.PickFiles).ToString();
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RandomizeLobbyBackground();
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@@ -28,6 +28,12 @@ namespace Content.Server.GameTicking
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[ViewVariables(VVAccess.ReadWrite), Obsolete("Due for removal when observer spawning is refactored.")]
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private EntityCoordinates _spawnPoint;
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/// <summary>
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/// How many players have joined the round through normal methods.
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/// Useful for game rules to look at. Doesn't count observers, people in lobby, etc.
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/// </summary>
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public int PlayersJoinedRoundNormally = 0;
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// Mainly to avoid allocations.
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private readonly List<EntityCoordinates> _possiblePositions = new();
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@@ -193,7 +199,8 @@ namespace Content.Server.GameTicking
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}
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// We raise this event directed to the mob, but also broadcast it so game rules can do something now.
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var aev = new PlayerSpawnCompleteEvent(mob, player, jobId, lateJoin, station, character);
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PlayersJoinedRoundNormally++;
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var aev = new PlayerSpawnCompleteEvent(mob, player, jobId, lateJoin, PlayersJoinedRoundNormally, station, character);
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RaiseLocalEvent(mob, aev, true);
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}
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@@ -317,7 +324,10 @@ namespace Content.Server.GameTicking
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public EntityUid Station { get; }
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public HumanoidCharacterProfile Profile { get; }
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public PlayerSpawnCompleteEvent(EntityUid mob, IPlayerSession player, string? jobId, bool lateJoin, EntityUid station, HumanoidCharacterProfile profile)
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// Ex. If this is the 27th person to join, this will be 27.
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public int JoinOrder { get; }
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public PlayerSpawnCompleteEvent(EntityUid mob, IPlayerSession player, string? jobId, bool lateJoin, int joinOrder, EntityUid station, HumanoidCharacterProfile profile)
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{
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Mob = mob;
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Player = player;
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@@ -325,6 +335,7 @@ namespace Content.Server.GameTicking
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LateJoin = lateJoin;
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Station = station;
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Profile = profile;
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JoinOrder = joinOrder;
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}
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}
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}
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@@ -1,7 +1,5 @@
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using System.Collections.Generic;
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using System.Linq;
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using Content.Server.Chat.Managers;
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using Content.Server.GameTicking.Rules.Configurations;
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using Content.Server.Objectives.Interfaces;
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using Content.Server.Players;
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using Content.Server.Roles;
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@@ -42,12 +40,16 @@ public sealed class TraitorRuleSystem : GameRuleSystem
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public int TotalTraitors => Traitors.Count;
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public string[] Codewords = new string[3];
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private int _playersPerTraitor => _cfg.GetCVar(CCVars.TraitorPlayersPerTraitor);
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private int _maxTraitors => _cfg.GetCVar(CCVars.TraitorMaxTraitors);
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<RoundStartAttemptEvent>(OnStartAttempt);
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SubscribeLocalEvent<RulePlayerJobsAssignedEvent>(OnPlayersSpawned);
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SubscribeLocalEvent<PlayerSpawnCompleteEvent>(HandleLatejoin);
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SubscribeLocalEvent<RoundEndTextAppendEvent>(OnRoundEndText);
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}
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@@ -107,9 +109,8 @@ public sealed class TraitorRuleSystem : GameRuleSystem
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if (!RuleAdded)
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return;
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var playersPerTraitor = _cfg.GetCVar(CCVars.TraitorPlayersPerTraitor);
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var maxTraitors = _cfg.GetCVar(CCVars.TraitorMaxTraitors);
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var numTraitors = MathHelper.Clamp(ev.Players.Length / playersPerTraitor, 1, maxTraitors);
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var numTraitors = MathHelper.Clamp(ev.Players.Length / _playersPerTraitor, 1, _maxTraitors);
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var codewordCount = _cfg.GetCVar(CCVars.TraitorCodewordCount);
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var traitorPool = FindPotentialTraitors(ev);
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var selectedTraitors = PickTraitors(numTraitors, traitorPool);
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@@ -154,7 +155,7 @@ public sealed class TraitorRuleSystem : GameRuleSystem
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Logger.InfoS("preset", "Insufficient ready players to fill up with traitors, stopping the selection.");
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return results;
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}
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for (var i = 0; i < traitorCount; i++)
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{
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results.Add(_random.PickAndTake(prefList));
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@@ -211,6 +212,48 @@ public sealed class TraitorRuleSystem : GameRuleSystem
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return true;
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}
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private void HandleLatejoin(PlayerSpawnCompleteEvent ev)
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{
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if (!RuleAdded)
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return;
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if (TotalTraitors >= _maxTraitors)
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return;
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if (!ev.LateJoin)
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return;
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if (!ev.Profile.AntagPreferences.Contains(TraitorPrototypeID))
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return;
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if (ev.JobId == null || !_prototypeManager.TryIndex<JobPrototype>(ev.JobId, out var job))
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return;
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if (!job.CanBeAntag)
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return;
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// the nth player we adjust our probabilities around
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int target = ((_playersPerTraitor * TotalTraitors) + 1);
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float chance = (1f / _playersPerTraitor);
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/// If we have too many traitors, divide by how many players below target for next traitor we are.
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if (ev.JoinOrder < target)
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{
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chance /= (target - ev.JoinOrder);
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} else // Tick up towards 100% chance.
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{
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chance *= ((ev.JoinOrder + 1) - target);
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}
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if (chance > 1)
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chance = 1;
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// Now that we've calculated our chance, roll and make them a traitor if we roll under.
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// You get one shot.
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if (_random.Prob((float) chance))
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{
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MakeTraitor(ev.Player);
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}
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}
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private void OnRoundEndText(RoundEndTextAppendEvent ev)
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{
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if (!RuleAdded)
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@@ -29,7 +29,7 @@ namespace Content.Server.Objectives.Conditions
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public string Description => Loc.GetString("objective-condition-kill-person-description");
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public SpriteSpecifier Icon => new SpriteSpecifier.Rsi(new ResourcePath("Objects/Weapons/Guns/Pistols/mk58_wood.rsi"), "icon");
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public SpriteSpecifier Icon => new SpriteSpecifier.Rsi(new ResourcePath("Objects/Weapons/Guns/Pistols/viper.rsi"), "icon");
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public float Progress => (Target?.CharacterDeadIC ?? true) ? 1f : 0f;
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@@ -246,7 +246,7 @@ namespace Content.Shared.CCVar
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CVarDef.Create("suspicion.min_traitors", 2);
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public static readonly CVarDef<int> SuspicionPlayersPerTraitor =
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CVarDef.Create("suspicion.players_per_traitor", 5);
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CVarDef.Create("suspicion.players_per_traitor", 6);
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public static readonly CVarDef<int> SuspicionStartingBalance =
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CVarDef.Create("suspicion.starting_balance", 20);
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@@ -262,7 +262,7 @@ namespace Content.Shared.CCVar
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CVarDef.Create("traitor.min_players", 5);
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public static readonly CVarDef<int> TraitorMaxTraitors =
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CVarDef.Create("traitor.max_traitors", 7);
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CVarDef.Create("traitor.max_traitors", 12); // Assuming average server maxes somewhere from like 50-80 people
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public static readonly CVarDef<int> TraitorPlayersPerTraitor =
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CVarDef.Create("traitor.players_per_traitor", 5);
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