Files
OldThink/Content.Server/_White/Wizard/WizardRuleSystem.cs
Aviu00 dccd8aab1a Magic 8 (#376)
* - add: Flash protection for wiz hardsuit helmet.

* - tweak: Cheaper wiz melee weapons.

* - add: Rework alt lightning.

* - fix: Timestop fixes.

* - add: Don't end round on midround wizard death.

* - tweak: Better shield.

* - fix: Some fixes.

* - fix: Fix wizard teleport pulling.

* - add: Improve arc.

* - add: Update knock.

* - add: Update knock desc.

* - add: Arcane Barrage.
2024-06-22 15:55:50 +03:00

397 lines
14 KiB
C#

using Content.Server.GameTicking;
using Content.Server.GameTicking.Rules;
using Content.Server.GameTicking.Rules.Components;
using Content.Server.Antag;
using Content.Server.Ghost.Roles.Components;
using Content.Server.Ghost.Roles.Events;
using Content.Server.Humanoid;
using Content.Server.Mind;
using Content.Server.Preferences.Managers;
using Content.Server.RoundEnd;
using Content.Server.Spawners.Components;
using Content.Server.Station.Systems;
using Content.Shared.Humanoid;
using Content.Shared.Humanoid.Prototypes;
using Content.Shared.Mind.Components;
using Content.Shared.Mobs;
using Content.Shared.NPC.Systems;
using Content.Shared.Preferences;
using Content.Shared.Roles;
using Robust.Shared.Map;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using System.Linq;
using Content.Server.Objectives;
using Content.Server.Station.Components;
using Content.Server.StationEvents.Components;
using Content.Shared.Mind;
using Content.Shared.NPC.Components;
using Content.Shared.Objectives.Components;
using Robust.Server.GameObjects;
using Robust.Server.Maps;
using Robust.Shared.Random;
namespace Content.Server._White.Wizard;
/// <summary>
/// This handles...
/// </summary>
public sealed class WizardRuleSystem : GameRuleSystem<WizardRuleComponent>
{
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IServerPreferencesManager _prefs = default!;
[Dependency] private readonly ILogManager _logManager = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly MapLoaderSystem _map = default!;
[Dependency] private readonly HumanoidAppearanceSystem _humanoid = default!;
[Dependency] private readonly MetaDataSystem _metaData = default!;
[Dependency] private readonly MindSystem _mind = default!;
[Dependency] private readonly NpcFactionSystem _npcFaction = default!;
[Dependency] private readonly SharedRoleSystem _roles = default!;
[Dependency] private readonly StationSpawningSystem _stationSpawning = default!;
[Dependency] private readonly AntagSelectionSystem _antagSelection = default!;
[Dependency] private readonly RoundEndSystem _roundEndSystem = default!;
[Dependency] private readonly ObjectivesSystem _objectives = default!;
private ISawmill _sawmill = default!;
/// <inheritdoc/>
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<RoundStartAttemptEvent>(OnStartAttempt);
SubscribeLocalEvent<RulePlayerSpawningEvent>(OnPlayersSpawning);
SubscribeLocalEvent<GameRunLevelChangedEvent>(OnRunLevelChanged);
SubscribeLocalEvent<WizardComponent, MobStateChangedEvent>(OnMobStateChanged);
SubscribeLocalEvent<WizardComponent, GhostRoleSpawnerUsedEvent>(OnPlayersGhostSpawning);
SubscribeLocalEvent<WizardComponent, MindAddedMessage>(OnMindAdded);
SubscribeLocalEvent<WizardRuleComponent, ObjectivesTextGetInfoEvent>(OnObjectivesTextGetInfo);
_sawmill = _logManager.GetSawmill("Wizard");
}
private void OnObjectivesTextGetInfo(Entity<WizardRuleComponent> ent, ref ObjectivesTextGetInfoEvent args)
{
args.Minds = ent.Comp.WizardMinds;
args.AgentName = Loc.GetString("wizard-round-end-agent-name");
}
private void OnStartAttempt(RoundStartAttemptEvent ev)
{
TryRoundStartAttempt(ev, Loc.GetString("wizard-title"));
}
private void OnPlayersSpawning(RulePlayerSpawningEvent ev)
{
var query = QueryActiveRules();
while (query.MoveNext(out var uid, out _, out var wizardRule, out _))
{
if (!SpawnMap((uid, wizardRule)))
{
_sawmill.Info("Failed to load shuttle for wizard");
continue;
}
//Handle there being nobody readied up
if (ev.PlayerPool.Count == 0)
continue;
var wizardEligible =
_antagSelection.GetEligibleSessions(ev.PlayerPool, wizardRule.WizardRoleProto);
//Select wizard
var selectedWizard = _antagSelection
.ChooseAntags(1, wizardEligible, ev.PlayerPool).FirstOrDefault();
SpawnWizard(selectedWizard, wizardRule, false);
if (selectedWizard != null)
GameTicker.PlayerJoinGame(selectedWizard);
}
}
protected override void Started(
EntityUid uid,
WizardRuleComponent component,
GameRuleComponent gameRule,
GameRuleStartedEvent args)
{
base.Started(uid, component, gameRule, args);
if (GameTicker.RunLevel == GameRunLevel.InRound)
SpawnWizardGhostRole(uid, component);
}
private void OnMobStateChanged(EntityUid uid, WizardComponent component, MobStateChangedEvent ev)
{
if (ev.NewMobState == MobState.Dead && component.EndRoundOnDeath)
CheckAnnouncement();
}
private void OnPlayersGhostSpawning(EntityUid uid, WizardComponent component, GhostRoleSpawnerUsedEvent args)
{
var spawner = args.Spawner;
if (!TryComp<WizardSpawnerComponent>(spawner, out var wizardSpawner))
return;
HumanoidCharacterProfile? profile = null;
if (TryComp(args.Spawned, out ActorComponent? actor))
profile = _prefs.GetPreferences(actor.PlayerSession.UserId).SelectedCharacter as HumanoidCharacterProfile;
if (!EntityQuery<WizardRuleComponent>().Any())
return;
if (!_prototypeManager.TryIndex(wizardSpawner.StartingGear, out var gear))
{
_sawmill.Error("Failed to load wizard gear prototype");
return;
}
SetupWizardEntity(uid, gear, profile, false);
}
private void OnMindAdded(EntityUid uid, WizardComponent component, MindAddedMessage args)
{
if (!_mind.TryGetMind(uid, out var mindId, out var mind))
return;
var query = QueryActiveRules();
while (query.MoveNext(out _, out _, out var wizardRule, out _))
{
AddRole(mindId, mind, wizardRule);
if (mind.Session is not { } playerSession)
return;
if (GameTicker.RunLevel != GameRunLevel.InRound)
return;
NotifyWizard(playerSession, component, wizardRule);
}
}
private void AddRole(EntityUid mindId, MindComponent mind, WizardRuleComponent wizardRule)
{
if (_roles.MindHasRole<WizardRoleComponent>(mindId))
return;
wizardRule.WizardMinds.Add(mindId);
var role = wizardRule.WizardRoleProto;
_roles.MindAddRole(mindId, new WizardRoleComponent {PrototypeId = role});
GiveObjectives(mindId, mind, wizardRule);
}
private void GiveObjectives(EntityUid mindId, MindComponent mind, WizardRuleComponent wizardRule)
{
_mind.TryAddObjective(mindId, mind, "WizardSurviveObjective");
var difficulty = 0f;
for (var pick = 0; pick < 6 && 8 > difficulty; pick++)
{
var objective = _objectives.GetRandomObjective(mindId, mind, wizardRule.ObjectiveGroup);
if (objective == null)
continue;
_mind.AddObjective(mindId, mind, objective.Value);
var adding = Comp<ObjectiveComponent>(objective.Value).Difficulty;
difficulty += adding;
_sawmill.Debug($"Added objective {ToPrettyString(objective):objective} with {adding} difficulty");
}
}
private void OnRunLevelChanged(GameRunLevelChangedEvent ev)
{
var query = QueryActiveRules();
while (query.MoveNext(out var uid, out _, out var wiz, out _))
{
if (ev.New == GameRunLevel.InRound)
OnRoundStart(uid, wiz);
}
}
private void OnRoundStart(EntityUid uid, WizardRuleComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
var eligible = new List<Entity<StationEventEligibleComponent, NpcFactionMemberComponent>>();
var eligibleQuery = EntityQueryEnumerator<StationEventEligibleComponent, NpcFactionMemberComponent>();
while (eligibleQuery.MoveNext(out var eligibleUid, out var eligibleComp, out var member))
{
if (!_npcFaction.IsFactionHostile(component.Faction, (eligibleUid, member)))
continue;
eligible.Add((eligibleUid, eligibleComp, member));
}
if (eligible.Count == 0)
return;
component.TargetStation = _random.Pick(eligible);
var filter = Filter.Empty();
var query = EntityQueryEnumerator<WizardComponent, ActorComponent>();
while (query.MoveNext(out _, out var wizard, out var actor))
{
NotifyWizard(actor.PlayerSession, wizard, component);
filter.AddPlayer(actor.PlayerSession);
}
}
private void CheckAnnouncement()
{
// Check for all at once gamemode
if (GameTicker.GetActiveGameRules().Where(HasComp<RampingStationEventSchedulerComponent>).Any())
return;
var query = QueryActiveRules();
while (query.MoveNext(out _, out _, out var wizard, out _))
{
_roundEndSystem.DoRoundEndBehavior(
wizard.RoundEndBehavior, wizard.EvacShuttleTime, wizard.RoundEndTextSender,
wizard.RoundEndTextShuttleCall, wizard.RoundEndTextAnnouncement);
return;
}
}
private bool SpawnMap(Entity<WizardRuleComponent> ent)
{
if (!ent.Comp.SpawnShuttle
|| ent.Comp.ShuttleMap != null)
return true;
var shuttleMap = _mapManager.CreateMap();
var options = new MapLoadOptions
{
LoadMap = true,
};
if (!_map.TryLoad(shuttleMap, ent.Comp.ShuttlePath, out _, options))
return false;
ent.Comp.ShuttleMap = _mapManager.GetMapEntityId(shuttleMap);
return true;
}
private void SetupWizardEntity(
EntityUid mob,
StartingGearPrototype gear,
HumanoidCharacterProfile? profile,
bool endRoundOnDeath)
{
EnsureComp<WizardComponent>(mob).EndRoundOnDeath = endRoundOnDeath;
profile ??= HumanoidCharacterProfile.RandomWithSpecies();
_humanoid.LoadProfile(mob, profile);
_metaData.SetEntityName(mob, profile.Name);
_stationSpawning.EquipStartingGear(mob, gear, profile);
_npcFaction.RemoveFaction(mob, "NanoTrasen", false);
_npcFaction.AddFaction(mob, "Wizard");
}
private void SpawnWizard(ICommonSession? session, WizardRuleComponent component, bool spawnGhostRoles = true)
{
if (component.ShuttleMap is not {Valid: true} mapUid)
return;
var spawn = new EntityCoordinates();
foreach (var (_, meta, xform) in EntityQuery<SpawnPointComponent, MetaDataComponent, TransformComponent>(true))
{
if (meta.EntityPrototype?.ID != component.SpawnPointProto.Id)
continue;
if (xform.MapUid != component.ShuttleMap)
continue;
spawn = xform.Coordinates;
break;
}
//Fallback, spawn at the centre of the map
if (spawn == new EntityCoordinates())
{
spawn = Transform(mapUid).Coordinates;
_sawmill.Warning("Fell back to default spawn for wizard!");
}
var wizardAntag = _prototypeManager.Index(component.WizardRoleProto);
//If a session is available, spawn mob and transfer mind into it
if (session != null)
{
var profile =
_prefs.GetPreferences(session.UserId).SelectedCharacter as HumanoidCharacterProfile;
profile ??= HumanoidCharacterProfile.RandomWithSpecies();
var name = profile.Name;
if (!_prototypeManager.TryIndex(profile.Species, out SpeciesPrototype? species))
{
species = _prototypeManager.Index<SpeciesPrototype>(SharedHumanoidAppearanceSystem.DefaultSpecies);
}
var mob = Spawn(species.Prototype, spawn);
if (!_prototypeManager.TryIndex(component.StartingGear, out var gear))
{
_sawmill.Error("Failed to load wizard gear prototype");
return;
}
SetupWizardEntity(mob, gear, profile, true);
var newMind = _mind.CreateMind(session.UserId, name);
_mind.SetUserId(newMind, session.UserId);
AddRole(newMind.Owner, newMind.Comp, component);
_mind.TransferTo(newMind, mob);
}
//Otherwise, spawn as a ghost role
else if (spawnGhostRoles)
{
var spawnPoint = Spawn(component.GhostSpawnPointProto, spawn);
var ghostRole = EnsureComp<GhostRoleComponent>(spawnPoint);
EnsureComp<GhostRoleMobSpawnerComponent>(spawnPoint);
ghostRole.RoleName = Loc.GetString(wizardAntag.Name);
ghostRole.RoleDescription = Loc.GetString(wizardAntag.Objective);
var wizardSpawner = EnsureComp<WizardSpawnerComponent>(spawnPoint);
//TODO: maybe other params
}
}
private void NotifyWizard(ICommonSession session, WizardComponent wizard, WizardRuleComponent wizardRule)
{
if (wizardRule.TargetStation is not { } station)
return;
_antagSelection.SendBriefing(session, Loc.GetString("wizard-welcome", ("station", station)), Color.Aqua, null);
}
/// <summary>
/// Spawn wizard ghost role if this gamerule was started mid round
/// </summary>
private void SpawnWizardGhostRole(EntityUid uid, WizardRuleComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
if (!SpawnMap((uid, component)))
{
_sawmill.Info("Failed to load map for wizard");
return;
}
ICommonSession? session = null;
SpawnWizard(session, component, true);
}
}