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