Files
OldThink/Content.Server/GameTicking/GamePresets/PresetTraitor.cs
Paul Ritter f7c09fbd7e Traitor (#2566)
* basic implementation

* minor fixes

* objectives temp commit

* proper onstart bind

* changes all conditions to be bound to a mind-instance

* oops

* oops v2

* adds possiblity to enable duplicate assignment of objective
equal objectives are unable to be added

* minor fixes, adds greentext

* refactors incompatability to be defined by requirements

* fixes a wrong whitespace

* minor fix

* addressed reviews v1

* address reviews v2

Co-authored-by: Exp <theexp111@gmail.com>

* final sweep

* adds/refactors traitor&sss cvars

* Update Content.Server/Mobs/Mind.cs

* never trust github web

* adds datasets & makes codewords use them

* addresses exp's reviews

* addressed zumos reviews

Co-authored-by: Paul <ritter.paul1+git@googlemail.com>
Co-authored-by: Exp <theexp111@gmail.com>
2020-12-01 17:05:19 +01:00

214 lines
8.7 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using Content.Server.GameObjects.Components.GUI;
using Content.Server.GameObjects.Components.Items.Storage;
using Content.Server.GameObjects.Components.PDA;
using Content.Server.GameTicking.GameRules;
using Content.Server.Interfaces.Chat;
using Content.Server.Interfaces.GameTicking;
using Content.Server.Mobs.Roles.Traitor;
using Content.Server.Objectives.Interfaces;
using Content.Server.Players;
using Content.Server.Prototypes;
using Content.Shared;
using Content.Shared.GameObjects.Components.Inventory;
using Content.Shared.GameObjects.Components.PDA;
using Robust.Server.Interfaces.Player;
using Robust.Shared.Interfaces.Configuration;
using Robust.Shared.Interfaces.Random;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Log;
using Robust.Shared.Maths;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
namespace Content.Server.GameTicking.GamePresets
{
public class PresetTraitor : GamePreset
{
[Dependency] private readonly IGameTicker _gameticker = default!;
[Dependency] private readonly IChatManager _chatManager = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly IConfigurationManager _cfg = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
public override string ModeTitle => "Traitor";
private int MinPlayers { get; set; }
private int PlayersPerTraitor { get; set; }
private int MaxTraitors { get; set; }
private int CodewordCount { get; set; }
private int StartingBalance { get; set; }
private float MaxDifficulty { get; set; }
private int MaxPicks { get; set; }
private readonly List<TraitorRole> _traitors = new ();
public override bool Start(IReadOnlyList<IPlayerSession> readyPlayers, bool force = false)
{
MinPlayers = _cfg.GetCVar(CCVars.TraitorMinPlayers);
PlayersPerTraitor = _cfg.GetCVar(CCVars.TraitorPlayersPerTraitor);
MaxTraitors = _cfg.GetCVar(CCVars.TraitorMaxTraitors);
CodewordCount = _cfg.GetCVar(CCVars.TraitorCodewordCount);
StartingBalance = _cfg.GetCVar(CCVars.TraitorStartingBalance);
MaxDifficulty = _cfg.GetCVar(CCVars.TraitorMaxDifficulty);
MaxPicks = _cfg.GetCVar(CCVars.TraitorMaxPicks);
if (!force && readyPlayers.Count < MinPlayers)
{
_chatManager.DispatchServerAnnouncement($"Not enough players readied up for the game! There were {readyPlayers.Count} players readied up out of {MinPlayers} needed.");
return false;
}
if (readyPlayers.Count == 0)
{
_chatManager.DispatchServerAnnouncement("No players readied up! Can't start Traitor.");
return false;
}
var list = new List<IPlayerSession>(readyPlayers);
var prefList = new List<IPlayerSession>();
foreach (var player in list)
{
if (!readyProfiles.ContainsKey(player.UserId))
{
continue;
}
var profile = readyProfiles[player.UserId];
if (profile.AntagPreferences.Contains("Traitor"))
{
prefList.Add(player);
}
}
var numTraitors = MathHelper.Clamp(readyPlayers.Count / PlayersPerTraitor,
1, MaxTraitors);
for (var i = 0; i < numTraitors; i++)
{
IPlayerSession traitor;
if(prefList.Count < numTraitors)
{
if (list.Count == 0)
{
Logger.InfoS("preset", "Insufficient ready players to fill up with traitors, stopping the selection.");
break;
}
traitor = _random.PickAndTake(list);
Logger.InfoS("preset", "Insufficient preferred traitors, picking at random.");
}
else
{
traitor = _random.PickAndTake(prefList);
list.Remove(traitor);
Logger.InfoS("preset", "Selected a preferred traitor.");
}
var mind = traitor.Data.ContentData()?.Mind;
var traitorRole = new TraitorRole(mind);
if (mind == null)
{
Logger.ErrorS("preset", "Failed getting mind for picked traitor.");
continue;
}
// creadth: we need to create uplink for the antag.
// PDA should be in place already, so we just need to
// initiate uplink account.
var uplinkAccount = new UplinkAccount(mind.OwnedEntity.Uid, StartingBalance);
var inventory = mind.OwnedEntity.GetComponent<InventoryComponent>();
if (!inventory.TryGetSlotItem(EquipmentSlotDefines.Slots.IDCARD, out ItemComponent pdaItem))
{
Logger.ErrorS("preset", "Failed getting pda for picked traitor.");
continue;
}
var pda = pdaItem.Owner;
var pdaComponent = pda.GetComponent<PDAComponent>();
if (pdaComponent.IdSlotEmpty)
{
Logger.ErrorS("preset","PDA had no id for picked traitor");
continue;
}
mind.AddRole(traitorRole);
_traitors.Add(traitorRole);
pdaComponent.InitUplinkAccount(uplinkAccount);
}
var adjectives = _prototypeManager.Index<DatasetPrototype>("adjectives").Values;
var verbs = _prototypeManager.Index<DatasetPrototype>("verbs").Values;
var codewordPool = adjectives.Concat(verbs).ToList();
var finalCodewordCount = Math.Min(CodewordCount, codewordPool.Count);
var codewords = new string[finalCodewordCount];
for (var i = 0; i < finalCodewordCount; i++)
{
codewords[i] = _random.PickAndTake(codewordPool);
}
foreach (var traitor in _traitors)
{
traitor.GreetTraitor(codewords);
}
_gameticker.AddGameRule<RuleTraitor>();
return true;
}
public override void OnGameStarted()
{
var objectivesMgr = IoCManager.Resolve<IObjectivesManager>();
foreach (var traitor in _traitors)
{
//give traitors their objectives
var difficulty = 0f;
for (var pick = 0; pick < MaxPicks && MaxDifficulty > difficulty; pick++)
{
var objective = objectivesMgr.GetRandomObjective(traitor.Mind);
if (objective == null) continue;
if (traitor.Mind.TryAddObjective(objective))
difficulty += objective.Difficulty;
}
}
}
public override string GetRoundEndDescription()
{
var traitorCount = _traitors.Count;
var result = Loc.GetString("There {0} {1} {2}.", Loc.GetPluralString("was", "were", traitorCount),
traitorCount, Loc.GetPluralString("traitor", "traitors", traitorCount));
foreach (var traitor in _traitors)
{
result += Loc.GetString("\n{0} was a traitor",traitor.Mind.Session.Name);
var objectives = traitor.Mind.AllObjectives.ToArray();
if (objectives.Length == 0)
{
result += ".\n";
continue;
}
result += Loc.GetString(" and had the following objectives:");
foreach (var objectiveGroup in objectives.GroupBy(o => o.Prototype.Issuer))
{
result += $"\n[color=#87cefa]{Loc.GetString(objectiveGroup.Key)}[/color]";
foreach (var objective in objectiveGroup)
{
foreach (var condition in objective.Conditions)
{
var progress = condition.Progress;
result +=
Loc.GetString("\n- {0} | {1}", condition.Title, (progress > 0.99f ? $"[color=green]{Loc.GetString("Success!")}[/color]" : $"[color=red]{Loc.GetString("Failed!")}[/color] ({(int) (progress * 100)}%)"));
}
}
}
}
return result;
}
}
}