Files
OldThink/Content.Server/GameTicking/GamePreset.cs
20kdc 31b39823ad Player post-spawn hook and player ghosting controlled by preset (#2734)
* GamePreset: Add a hook to catch all player spawns for modification.

Unless someone makes the entire job system unpluggable, this is what you get...

* GamePreset: Is now in control of voluntary ghosting

* Clean up ghost code to only rely on a player's Mind
2020-12-11 12:10:55 +11:00

104 lines
3.7 KiB
C#
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#nullable enable annotations
using System.Collections.Generic;
using Content.Shared.Preferences;
using Content.Server.Administration;
using Content.Server.GameObjects.Components.Mobs;
using Content.Server.GameObjects.Components.Observer;
using Content.Server.Interfaces.GameTicking;
using Content.Server.Players;
using Content.Server.Mobs;
using Content.Shared.Damage;
using Content.Shared.GameObjects.Components.Damage;
using Content.Shared.GameObjects.Components.Mobs;
using Content.Shared.GameObjects.Components.Mobs.State;
using Robust.Shared.Network;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Server.Interfaces.Console;
using Robust.Server.Interfaces.Player;
using Robust.Shared.IoC;
namespace Content.Server.GameTicking
{
/// <summary>
/// A round-start setup preset, such as which antagonists to spawn.
/// </summary>
public abstract class GamePreset
{
public abstract bool Start(IReadOnlyList<IPlayerSession> readyPlayers, bool force = false);
public virtual string ModeTitle => "Sandbox";
public virtual string Description => "Secret!";
public virtual bool DisallowLateJoin => false;
public Dictionary<NetUserId, HumanoidCharacterProfile> readyProfiles;
public virtual void OnGameStarted() { }
/// <summary>
/// Called when a player is spawned in (this includes, but is not limited to, before Start)
/// </summary>
public virtual void OnSpawnPlayerCompleted(IPlayerSession session, IEntity mob, bool lateJoin) { }
/// <summary>
/// Called when a player attempts to ghost.
/// </summary>
public virtual bool OnGhostAttempt(Mind mind, bool canReturnGlobal)
{
var playerEntity = mind.OwnedEntity;
if (playerEntity != null && playerEntity.HasComponent<GhostComponent>())
return false;
if (mind.VisitingEntity != null)
{
mind.UnVisit();
mind.VisitingEntity.Delete();
}
var position = playerEntity?.Transform.Coordinates ?? IoCManager.Resolve<IGameTicker>().GetObserverSpawnPoint();
var canReturn = false;
if (playerEntity != null && canReturnGlobal && playerEntity.TryGetComponent(out IMobStateComponent? mobState))
{
if (mobState.IsDead())
{
canReturn = true;
}
else if (mobState.IsCritical())
{
canReturn = true;
if (playerEntity.TryGetComponent(out IDamageableComponent? damageable))
{
//todo: what if they dont breathe lol
damageable.ChangeDamage(DamageType.Asphyxiation, 100, true);
}
}
else
{
canReturn = false;
}
}
var entityManager = IoCManager.Resolve<IEntityManager>();
var ghost = entityManager.SpawnEntity("MobObserver", position);
ghost.Name = mind.CharacterName;
var ghostComponent = ghost.GetComponent<GhostComponent>();
ghostComponent.CanReturnToBody = canReturn;
if (playerEntity != null &&
playerEntity.TryGetComponent(out ServerOverlayEffectsComponent? overlayComponent))
{
overlayComponent.RemoveOverlay(SharedOverlayID.CircleMaskOverlay);
}
if (canReturn)
mind.Visit(ghost);
else
mind.TransferTo(ghost);
return true;
}
public virtual string GetRoundEndDescription() => "";
}
}