* Content changes for engine delta-state PR (#28134) * Update GasTileOverlayState * Update DecalGridState * Update NavMapState * poke * poke2 * poke3 * Poke dem tests * Update engine to v223.0.0 (#28239) * Update RobustToolbox * Improve InteractionSystem range & BUI checks (#27999) * Improve InteractionSystem range & BUI checks * Ghost fixes * AAA * Fix test * fix nullable * revert to broadcast event * Fixes for eengine PR * Ah buckle code * ) * Update engine to v223.0.0 * Update engine to v223.1.0 * Update engine to v223.1.1 * Hotfix for crashes from bad item names (#28256) * Fix weapon error logs (#28264) * Update engine to v223.1.2 (#28273) * Update RobustToolbox * Update RobustToolbox * Fix dud modular grenade visuals (#28265) * Fix not networking whitelist and blacklist in storage component (#28238) * fix id card console not updating records (#28237) * fix id card console not updating records * test --------- Co-authored-by: deltanedas <@deltanedas:kde.org> * Remove the network tab (#28231) It is useless and bloat, if a user needs to change these settings they are free to modify their cvars manually via the clientconfig.toml file or via the cvar command. * antag objective issuing refactor (#28216) * add AntagObjectives from GenericAntag * add AntagRandomObjectives that traitor and thief can use * make ObjectivesSystem use initial character name which AntagSelection passes * make thief and traitor use AntagRandomObjectives * remove now unused locale * make sleeper agents rule use baseTraitorRule * restore dragon rule oop * bandaid for genericantag * real * typo --------- Co-authored-by: deltanedas <@deltanedas:kde.org> * move nukie profile loading into its own rule (#28208) * move profile loading out of nukeops rule * make BaseNukeopsRule and use AntagLoadProfileRule * untroll --------- Co-authored-by: deltanedas <@deltanedas:kde.org> * fix antagSelect * Objects ordered through cargo system shouldn't start anchored (#28115) * Order normal space heater instead of anchored variant * Make sure ordered objects don't spawn anchored * Order space heater flatpack instead of a regular space heater * Remove obsolete TODO * Remove unnecessary name --------- Co-authored-by: Eoin Mcloughlin <helloworld@eoinrul.es> * Move PendingZombieComponent to Shared (#28143) * Move PendingZombieComponent to Shared * network me boy --------- Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> * Make it possible to hide full health bars below a total damage threshold (#28127) * Make it possible to hide full health bars below a total damage threshold * Fix not setting state * Fix storage UI interactions (#28291) * Fix storage UI interactions * Add VV support * Fix stripping not marking interactions as handled (#28292) * Make NetworkConfigurator use BoundUserInterfaceCheckRangeEvent (#28293) * Fix hypodarts not injecting with people that have ANY outerclothing (#28301) Update darts.yml * fix borg ui mispredict opening (#28305) move borg ui junk to shared * Add loadout group check (#28311) Forgot to add it back in one of the rewrites. * fix mirror server crashes (#28318) * Remove bogus C# finalizers (#28315) Begging people to learn how this programming language works before throwing random syntax into a file. None of these finalizers ever worked. I also checked whether they were memory leaks and needed *proper* shutdown logic, but they're all instantiated-once UI controls that last for the entire lifetime of the program so it's probably fine. * Cleans up some entity-related spawnmenu stuff (#28234) * cleans up a lot of stuff in the spawnmenu * skibidi dode * spawners update * Revert "spawners update" This reverts commit bc27d9f556b29f6fb1f89cebbe0ac37e28319fd0. * fix antag selection being evil (#28197) * fix antag selection being evil * fix test * untroll the other tests * remove role timer troll * Allow tests to modify antag preferences * Fix antag selection * Misc test fixes * Add AntagPreferenceTest * Fix lazy mistakes * Test cleanup * Try stop players in lobbies from being assigned mid-round antags * ranting * I am going insane --------- Co-authored-by: deltanedas <@deltanedas:kde.org> Co-authored-by: ElectroJr <leonsfriedrich@gmail.com> * Revert "fix mirror server crashes (#28318)" This reverts commit bcb0e555b058a4049d0cdb32d64eaf86c35a67be. * fix * Update engine to 223.2.0 (#28329) * Update RobustToolbox * Update RobustToolbox --------- Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com> Co-authored-by: Tayrtahn <tayrtahn@gmail.com> Co-authored-by: DrSmugleaf <10968691+DrSmugleaf@users.noreply.github.com> Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: Vasilis <vasilis@pikachu.systems> Co-authored-by: eoineoineoin <github@eoinrul.es> Co-authored-by: Eoin Mcloughlin <helloworld@eoinrul.es> Co-authored-by: Ady4ik <141335742+Ady4ik@users.noreply.github.com> Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> Co-authored-by: Mr. 27 <45323883+Dutch-VanDerLinde@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: Flareguy <78941145+Flareguy@users.noreply.github.com> Co-authored-by: ElectroJr <leonsfriedrich@gmail.com> Co-authored-by: Kara <lunarautomaton6@gmail.com>
123 lines
4.3 KiB
C#
123 lines
4.3 KiB
C#
using Content.Server.GameTicking.Rules;
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using Content.Server.Antag;
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using Content.Server.Mind;
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using Content.Server.RoundEnd;
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using Content.Shared.Mobs;
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using System.Linq;
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using Content.Server._White.Wizard.Appearance;
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using Content.Server.Objectives;
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using Content.Server.StationEvents.Components;
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using Content.Shared._White.Wizard.Appearance;
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using Content.Shared.Mind;
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using Content.Shared.Objectives.Components;
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namespace Content.Server._White.Wizard;
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/// <summary>
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/// This handles...
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/// </summary>
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public sealed class WizardRuleSystem : GameRuleSystem<WizardRuleComponent>
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{
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[Dependency] private readonly MindSystem _mind = default!;
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[Dependency] private readonly RoundEndSystem _roundEndSystem = default!;
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[Dependency] private readonly ObjectivesSystem _objectives = default!;
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[Dependency] private readonly WizardAppearanceSystem _wizardAppearance = default!;
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private const string WizardObjective = "WizardSurviveObjective";
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/// <inheritdoc/>
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<WizardRuleComponent, AntagSelectEntityEvent>(OnAntagSelectEntity);
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SubscribeLocalEvent<WizardRuleComponent, AfterAntagEntitySelectedEvent>(AfterEntitySelected);
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SubscribeLocalEvent<WizardComponent, MobStateChangedEvent>(OnMobStateChanged);
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SubscribeLocalEvent<WizardRuleComponent, ObjectivesTextGetInfoEvent>(OnObjectivesTextGetInfo);
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}
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private void OnObjectivesTextGetInfo(Entity<WizardRuleComponent> ent, ref ObjectivesTextGetInfoEvent args)
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{
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args.Minds = ent.Comp.WizardMinds.Select(mindId => (mindId, Comp<MindComponent>(mindId).CharacterName ?? "?")).ToList();
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args.AgentName = Loc.GetString("wizard-round-end-agent-name");
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}
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private void OnMobStateChanged(EntityUid uid, WizardComponent component, MobStateChangedEvent ev)
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{
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if (ev.NewMobState == MobState.Dead && component.EndRoundOnDeath)
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CheckAnnouncement();
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}
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private void GiveObjectives(EntityUid mindId, MindComponent mind, WizardRuleComponent wizardRule)
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{
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_mind.TryAddObjective(mindId, mind, WizardObjective);
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var difficulty = 0f;
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for (var pick = 0; pick < 6 && 8 > difficulty; pick++)
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{
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var objective = _objectives.GetRandomObjective(mindId, mind, wizardRule.ObjectiveGroup);
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if (objective == null)
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continue;
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_mind.AddObjective(mindId, mind, objective.Value);
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var adding = Comp<ObjectiveComponent>(objective.Value).Difficulty;
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difficulty += adding;
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}
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}
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private void AfterEntitySelected(Entity<WizardRuleComponent> ent, ref AfterAntagEntitySelectedEvent args)
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{
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MakeWizard(args.EntityUid, ent);
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}
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private void OnAntagSelectEntity(Entity<WizardRuleComponent> ent, ref AntagSelectEntityEvent args)
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{
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if (args.Handled)
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return;
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if (!args.Entity.HasValue)
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return;
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var wizardAppearanceComponent = EnsureComp<WizardAppearanceComponent>(args.Entity.Value);
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// TODO: Пофиксить, что игрун сохраняет свой прототип вместе с расой и остаются абилки расы
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var entity = _wizardAppearance.GetWizardEntity(wizardAppearanceComponent);
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if (entity != EntityUid.Invalid)
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args.Entity = entity;
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}
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private void MakeWizard(EntityUid wizard, WizardRuleComponent component, bool giveObjectives = true)
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{
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if (!_mind.TryGetMind(wizard, out var mindId, out var mind))
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return;
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component.WizardMinds.Add(mindId);
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if (!giveObjectives)
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return;
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GiveObjectives(mindId, mind, component);
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}
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private void CheckAnnouncement()
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{
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// Check for all at once gamemode
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if (GameTicker.GetActiveGameRules().Where(HasComp<RampingStationEventSchedulerComponent>).Any())
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return;
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var query = QueryActiveRules();
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while (query.MoveNext(out _, out _, out var wizard, out _))
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{
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_roundEndSystem.DoRoundEndBehavior(
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wizard.RoundEndBehavior, wizard.EvacShuttleTime, wizard.RoundEndTextSender,
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wizard.RoundEndTextShuttleCall, wizard.RoundEndTextAnnouncement);
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return;
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}
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}
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}
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