Refactor Game Modes (#5857)
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Content.Server/GameTicking/Rules/DeathMatchRuleSystem.cs
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127
Content.Server/GameTicking/Rules/DeathMatchRuleSystem.cs
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using Content.Server.Chat.Managers;
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using Content.Shared.CCVar;
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using Content.Shared.Damage;
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using Content.Shared.MobState.Components;
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using Robust.Server.Player;
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using Robust.Shared.Configuration;
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using Robust.Shared.Enums;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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namespace Content.Server.GameTicking.Rules;
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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 DeathMatchRuleSystem : GameRuleSystem
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{
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public override string Prototype => "DeathMatch";
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IChatManager _chatManager = default!;
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[Dependency] private readonly IConfigurationManager _cfg = default!;
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private const float RestartDelay = 10f;
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private const float DeadCheckDelay = 5f;
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private float? _deadCheckTimer = null;
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private float? _restartTimer = null;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<DamageChangedEvent>(OnHealthChanged);
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}
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public override void Added()
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{
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_chatManager.DispatchServerAnnouncement(Loc.GetString("rule-death-match-added-announcement"));
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_playerManager.PlayerStatusChanged += OnPlayerStatusChanged;
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}
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public override void Removed()
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{
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_deadCheckTimer = null;
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_restartTimer = null;
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_playerManager.PlayerStatusChanged -= OnPlayerStatusChanged;
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}
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private void OnHealthChanged(DamageChangedEvent _)
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{
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RunDelayedCheck();
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}
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private void OnPlayerStatusChanged(object? _, 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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if (!Enabled || _deadCheckTimer != null)
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return;
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_deadCheckTimer = DeadCheckDelay;
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}
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public override void Update(float frameTime)
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{
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if (!Enabled)
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return;
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// If the restart timer is active, that means the round is ending soon, no need to check for winners.
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// TODO: We probably want a sane, centralized round end thingie in GameTicker, RoundEndSystem is no good...
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if (_restartTimer != null)
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{
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_restartTimer -= frameTime;
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if (_restartTimer > 0f)
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return;
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GameTicker.EndRound();
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GameTicker.RestartRound();
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return;
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}
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if (!_cfg.GetCVar(CCVars.GameLobbyEnableWin) || _deadCheckTimer == null)
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return;
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_deadCheckTimer -= frameTime;
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if (_deadCheckTimer > 0)
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return;
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_deadCheckTimer = null;
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IPlayerSession? winner = null;
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foreach (var playerSession in _playerManager.ServerSessions)
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{
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if (playerSession.AttachedEntity is not {Valid: true} playerEntity
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|| !TryComp(playerEntity, out MobStateComponent? state))
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continue;
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if (!state.IsAlive())
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continue;
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// Found a second person alive, nothing decided yet!
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if (winner != null)
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return;
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winner = playerSession;
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}
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_chatManager.DispatchServerAnnouncement(winner == null
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? Loc.GetString("rule-death-match-check-winner-stalemate")
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: Loc.GetString("rule-death-match-check-winner",("winner", winner)));
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_chatManager.DispatchServerAnnouncement(Loc.GetString("rule-restarting-in-seconds", ("seconds", RestartDelay)));
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_restartTimer = RestartDelay;
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}
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}
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