Files
OldThink/Content.Server/Changeling/ChangelingRuleSystem.cs
Aviu00 6272da2bb3 Fixes (#289)
* - fix: Ling fixes.

* - fix: Fix ghasp identity.

* - fix: Low temp slowdown fix.

* - fix: Crossbow fix.

* - fix: Fix gamerules.

* - fix: Fix shadow shackles.

* - fix: Cleanup refund.

* - fix: Can't pry runic door.

* - fix: Fix crash.

* - fix: Fix mood.

* - fix: Fix dictionary.
2024-04-21 18:07:27 +03:00

246 lines
8.3 KiB
C#

using System.Linq;
using Content.Server.Antag;
using Content.Server.GameTicking;
using Content.Server.GameTicking.Rules;
using Content.Server.GameTicking.Rules.Components;
using Content.Server.Mind;
using Content.Server.Objectives;
using Content.Server.Roles;
using Content.Shared._White.Mood;
using Content.Shared.Changeling;
using Content.Shared.GameTicking;
using Content.Shared.NPC.Systems;
using Content.Shared.Objectives.Components;
using Content.Shared.Roles;
using Robust.Server.Player;
using Robust.Shared.Random;
using Robust.Shared.Timing;
namespace Content.Server.Changeling;
public sealed class ChangelingRuleSystem : GameRuleSystem<ChangelingRuleComponent>
{
[Dependency] private readonly AntagSelectionSystem _antagSelection = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly NpcFactionSystem _npcFaction = default!;
[Dependency] private readonly MindSystem _mindSystem = default!;
[Dependency] private readonly SharedRoleSystem _roleSystem = default!;
[Dependency] private readonly ObjectivesSystem _objectives = default!;
[Dependency] private readonly ChangelingNameGenerator _nameGenerator = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
private const int PlayersPerChangeling = 15;
private const int MaxChangelings = 4;
private const float ChangelingStartDelay = 3f * 60;
private const float ChangelingStartDelayVariance = 3f * 60;
private const int ChangelingMaxDifficulty = 5;
private const int ChangelingMaxPicks = 20;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<RoundStartAttemptEvent>(OnStartAttempt);
SubscribeLocalEvent<RulePlayerJobsAssignedEvent>(OnPlayersSpawned);
SubscribeLocalEvent<PlayerSpawnCompleteEvent>(HandleLatejoin);
SubscribeLocalEvent<RoundRestartCleanupEvent>(ClearUsedNames);
SubscribeLocalEvent<ChangelingRuleComponent, ObjectivesTextGetInfoEvent>(OnObjectivesTextGetInfo);
SubscribeLocalEvent<ChangelingRoleComponent, GetBriefingEvent>(OnGetBriefing);
}
protected override void Added(EntityUid uid, ChangelingRuleComponent component, GameRuleComponent gameRule, GameRuleAddedEvent args)
{
base.Added(uid, component, gameRule, args);
gameRule.MinPlayers = PlayersPerChangeling;
}
private void OnGetBriefing(Entity<ChangelingRoleComponent> ent, ref GetBriefingEvent args)
{
args.Append(Loc.GetString("changeling-role-briefing-short"));
}
protected override void ActiveTick(
EntityUid uid,
ChangelingRuleComponent component,
GameRuleComponent gameRule,
float frameTime)
{
base.ActiveTick(uid, component, gameRule, frameTime);
if (component.SelectionStatus < ChangelingRuleComponent.SelectionState.Started &&
component.AnnounceAt < _gameTiming.CurTime)
{
DoChangelingStart(component);
component.SelectionStatus = ChangelingRuleComponent.SelectionState.Started;
}
}
private void OnStartAttempt(RoundStartAttemptEvent ev)
{
TryRoundStartAttempt(ev, Loc.GetString("changeling-title"));
}
private void OnPlayersSpawned(RulePlayerJobsAssignedEvent ev)
{
var query = QueryActiveRules();
while (query.MoveNext(out _, out var changeling, out _))
{
var delay = TimeSpan.FromSeconds(ChangelingStartDelay +
_random.NextFloat(0f, ChangelingStartDelayVariance));
changeling.AnnounceAt = _gameTiming.CurTime + delay;
changeling.SelectionStatus = ChangelingRuleComponent.SelectionState.ReadyToStart;
}
}
private void HandleLatejoin(PlayerSpawnCompleteEvent ev)
{
var query = QueryActiveRules();
while (query.MoveNext(out _, out var changeling, out _))
{
if (changeling.TotalChangelings >= MaxChangelings)
continue;
if (!ev.LateJoin)
continue;
if (!_antagSelection.IsPlayerEligible(ev.Player, changeling.ChangelingPrototypeId))
continue;
// Before the announcement is made, late-joiners are considered the same as players who readied.
if (changeling.SelectionStatus < ChangelingRuleComponent.SelectionState.Started)
continue;
var target = PlayersPerChangeling * changeling.TotalChangelings + 1;
var chance = 1f / PlayersPerChangeling;
if (ev.JoinOrder < target)
{
chance /= (target - ev.JoinOrder);
}
else
{
chance *= ev.JoinOrder + 1 - target;
}
if (chance > 1)
chance = 1;
if (_random.Prob(chance))
{
MakeChangeling(ev.Mob, changeling);
}
}
}
private void ClearUsedNames(RoundRestartCleanupEvent ev)
{
_nameGenerator.ClearUsed();
}
private void OnObjectivesTextGetInfo(
EntityUid uid,
ChangelingRuleComponent comp,
ref ObjectivesTextGetInfoEvent args)
{
args.Minds = comp.ChangelingMinds;
args.AgentName = Loc.GetString("changeling-round-end-agent-name");
}
private void DoChangelingStart(ChangelingRuleComponent component)
{
var eligiblePlayers =
_antagSelection.GetEligiblePlayers(_playerManager.Sessions, component.ChangelingPrototypeId);
if (eligiblePlayers.Count == 0)
{
return;
}
var changelingsToSelect =
_antagSelection.CalculateAntagCount(_playerManager.PlayerCount, PlayersPerChangeling, MaxChangelings);
var selectedChangelings = _antagSelection.ChooseAntags(changelingsToSelect, eligiblePlayers);
foreach (var changeling in selectedChangelings)
{
MakeChangeling(changeling, component);
}
}
public void AdminMakeChangeling(EntityUid entity)
{
var changelingRule = EntityQuery<ChangelingRuleComponent>().FirstOrDefault();
if (changelingRule == null)
{
GameTicker.StartGameRule("Changeling", out var ruleEntity);
changelingRule = Comp<ChangelingRuleComponent>(ruleEntity);
}
if (HasComp<ChangelingRuleComponent>(entity))
return;
MakeChangeling(entity, changelingRule);
}
public bool MakeChangeling(EntityUid changeling, ChangelingRuleComponent rule, bool giveObjectives = true)
{
if (!_mindSystem.TryGetMind(changeling, out var mindId, out var mind))
{
return false;
}
if (HasComp<ChangelingRoleComponent>(mindId))
{
Log.Error($"Player {mind.CharacterName} is already a changeling.");
return false;
}
var briefing = Loc.GetString("changeling-role-greeting");
_antagSelection.SendBriefing(changeling, briefing, null, rule.GreetSoundNotification);
rule.ChangelingMinds.Add(mindId);
_roleSystem.MindAddRole(mindId, new ChangelingRoleComponent
{
PrototypeId = rule.ChangelingPrototypeId
}, mind);
// Change the faction
_npcFaction.RemoveFaction(changeling, "NanoTrasen", false);
_npcFaction.AddFaction(changeling, "Syndicate");
EnsureComp<ChangelingComponent>(changeling, out var readyChangeling);
readyChangeling.HiveName = _nameGenerator.GetName();
Dirty(changeling, readyChangeling);
RaiseLocalEvent(changeling, new MoodEffectEvent("TraitorFocused"));
if (!giveObjectives)
return true;
var difficulty = 0f;
for (var pick = 0; pick < ChangelingMaxPicks && ChangelingMaxDifficulty > difficulty; pick++)
{
var objective = _objectives.GetRandomObjective(mindId, mind, "ChangelingObjectiveGroups");
if (objective == null)
continue;
_mindSystem.AddObjective(mindId, mind, objective.Value);
var adding = Comp<ObjectiveComponent>(objective.Value).Difficulty;
difficulty += adding;
Log.Debug($"Added objective {ToPrettyString(objective):objective} with {adding} difficulty");
}
return true;
}
}