Implements item pricing, and piracy. (#8548)
* Start implementing item pricing. * Flesh out prices a bit, add the appraisal tool. * Add prices to more things. * YARRRRRRR * gives pirates an appraisal tool in their pocket. * Makes the various traitor objectives valuable. Also nerfs the price of a living person, so it's easier to bargain for them. * Address reviews. * Address reviews.
This commit is contained in:
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Content.Server/GameTicking/Rules/PiratesRuleSystem.cs
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216
Content.Server/GameTicking/Rules/PiratesRuleSystem.cs
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using System.Linq;
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using Content.Server.Cargo.Systems;
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using Content.Server.Chat.Managers;
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using Content.Server.RoundEnd;
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using Content.Server.Spawners.Components;
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using Content.Server.Station.Components;
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using Content.Server.Station.Systems;
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using Content.Shared.CCVar;
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using Content.Shared.CharacterAppearance;
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using Content.Shared.Roles;
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using Robust.Server.Maps;
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using Robust.Server.Player;
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using Robust.Shared.Configuration;
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using Robust.Shared.Map;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Utility;
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namespace Content.Server.GameTicking.Rules;
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/// <summary>
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/// This handles the Pirates minor antag, which is designed to coincide with other modes on occasion.
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/// </summary>
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public sealed class PiratesRuleSystem : GameRuleSystem
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly IConfigurationManager _cfg = default!;
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[Dependency] private readonly IChatManager _chatManager = default!;
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[Dependency] private readonly IMapLoader _mapLoader = default!;
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly StationSpawningSystem _stationSpawningSystem = default!;
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[Dependency] private readonly StationSystem _stationSystem = default!;
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[Dependency] private readonly RoundEndSystem _roundEndSystem = default!;
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[Dependency] private readonly PricingSystem _pricingSystem = default!;
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private List<Mind.Mind> _pirates = new();
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private EntityUid _pirateShip = EntityUid.Invalid;
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private double _initialShipValue;
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public override string Prototype => "Pirates";
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/// <inheritdoc/>
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public override void Initialize()
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{
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SubscribeLocalEvent<RulePlayerSpawningEvent>(OnPlayerSpawningEvent);
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SubscribeLocalEvent<RoundEndTextAppendEvent>(OnRoundEndTextEvent);
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}
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private void OnRoundEndTextEvent(RoundEndTextAppendEvent ev)
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{
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if (!Enabled)
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return;
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if (Deleted(_pirateShip))
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{
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// Major loss, the ship somehow got annihilated.
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ev.AddLine(Loc.GetString("pirates-no-ship"));
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}
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else
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{
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List<(double, EntityUid)> mostValuableThefts = new();
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var finalValue = _pricingSystem.AppraiseGrid(_pirateShip, uid =>
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{
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foreach (var mind in _pirates)
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{
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if (mind.CurrentEntity == uid)
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return false; // Don't appraise the pirates twice, we count them in separately.
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}
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return true;
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}, (uid, price) =>
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{
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mostValuableThefts.Add((price, uid));
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mostValuableThefts.Sort((i1, i2) => i2.Item1.CompareTo(i1.Item1));
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if (mostValuableThefts.Count > 5)
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mostValuableThefts.Pop();
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});
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foreach (var mind in _pirates)
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{
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if (mind.CurrentEntity is not null)
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finalValue += _pricingSystem.GetPrice(mind.CurrentEntity.Value);
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}
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var score = finalValue - _initialShipValue;
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ev.AddLine(Loc.GetString("pirates-final-score", ("finalPrice", $"{finalValue:F2}"),
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("score", $"{score:F2}")));
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}
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ev.AddLine(Loc.GetString("pirates-list-start"));
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foreach (var pirates in _pirates)
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{
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ev.AddLine($"- {pirates.CharacterName} ({pirates.Session?.Name}");
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}
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}
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public override void Started() { }
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public override void Ended() { }
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private void OnPlayerSpawningEvent(RulePlayerSpawningEvent ev)
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{
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// Forgive me for copy-pasting nukies.
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if (!Enabled)
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return;
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_pirates.Clear();
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// Between 1 and <max pirate count>: needs at least n players per op.
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var numOps = Math.Max(1,
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(int)Math.Min(
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Math.Floor((double)ev.PlayerPool.Count / _cfg.GetCVar(CCVars.PiratesPlayersPerOp)), _cfg.GetCVar(CCVars.PiratesMaxOps)));
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var ops = new IPlayerSession[numOps];
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for (var i = 0; i < numOps; i++)
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{
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ops[i] = _random.PickAndTake(ev.PlayerPool);
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}
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var map = "/Maps/pirate.yml";
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var aabbs = _stationSystem.Stations.SelectMany(x =>
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Comp<StationDataComponent>(x).Grids.Select(x => _mapManager.GetGridComp(x).Grid.WorldAABB)).ToArray();
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var aabb = aabbs[0];
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for (var i = 1; i < aabbs.Length; i++)
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{
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aabb.Union(aabbs[i]);
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}
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var (_, gridId) = _mapLoader.LoadBlueprint(GameTicker.DefaultMap, map, new MapLoadOptions
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{
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Offset = aabb.Center + MathF.Max(aabb.Height / 2f, aabb.Width / 2f) * 2.5f
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});
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if (!gridId.HasValue)
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{
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Logger.ErrorS("pirates", $"Gridid was null when loading \"{map}\", aborting.");
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foreach (var session in ops)
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{
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ev.PlayerPool.Add(session);
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}
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return;
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}
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_pirateShip = _mapManager.GetGridEuid(gridId.Value);
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// TODO: Loot table or something
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var pirateGear = _prototypeManager.Index<StartingGearPrototype>("PirateGear"); // YARRR
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var spawns = new List<EntityCoordinates>();
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// Forgive me for hardcoding prototypes
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foreach (var (_, meta, xform) in EntityQuery<SpawnPointComponent, MetaDataComponent, TransformComponent>(true))
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{
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if (meta.EntityPrototype?.ID != "SpawnPointPirates" || xform.ParentUid != _pirateShip) continue;
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spawns.Add(xform.Coordinates);
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}
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if (spawns.Count == 0)
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{
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spawns.Add(Transform(_pirateShip).Coordinates);
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Logger.WarningS("pirates", $"Fell back to default spawn for nukies!");
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}
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for (var i = 0; i < ops.Length; i++)
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{
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var sex = _random.Prob(0.5f) ? Sex.Male : Sex.Female;
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var name = sex.GetName("Human", _prototypeManager, _random);
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var session = ops[i];
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var newMind = new Mind.Mind(session.UserId)
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{
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CharacterName = name
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};
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newMind.ChangeOwningPlayer(session.UserId);
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var mob = Spawn("MobHuman", _random.Pick(spawns));
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MetaData(mob).EntityName = name;
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newMind.TransferTo(mob);
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_stationSpawningSystem.EquipStartingGear(mob, pirateGear, null);
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_pirates.Add(newMind);
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GameTicker.PlayerJoinGame(session);
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}
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_initialShipValue = _pricingSystem.AppraiseGrid(_pirateShip); // Include the players in the appraisal.
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}
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private void OnStartAttempt(RoundStartAttemptEvent ev)
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{
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if (!Enabled)
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return;
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var minPlayers = _cfg.GetCVar(CCVars.PiratesMinPlayers);
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if (!ev.Forced && ev.Players.Length < minPlayers)
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{
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_chatManager.DispatchServerAnnouncement(Loc.GetString("nukeops-not-enough-ready-players", ("readyPlayersCount", ev.Players.Length), ("minimumPlayers", minPlayers)));
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ev.Cancel();
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return;
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}
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if (ev.Players.Length == 0)
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{
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_chatManager.DispatchServerAnnouncement(Loc.GetString("nukeops-no-one-ready"));
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ev.Cancel();
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return;
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}
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}
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}
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