2023-12-24 12:58:28 +03:00
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using Content.Server.Antag;
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2023-04-25 20:23:14 -04:00
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using Content.Server.GameTicking.Rules.Components;
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2023-06-18 11:33:19 -07:00
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using Content.Server.Mind;
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2023-08-28 16:53:24 -07:00
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using Content.Server.Objectives;
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2023-04-23 21:00:42 +00:00
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using Content.Server.PDA.Ringer;
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2021-12-21 21:23:29 +01:00
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using Content.Server.Roles;
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using Content.Server.Traitor.Uplink;
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2023-08-30 21:46:11 -07:00
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using Content.Shared.Mind;
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2024-03-18 07:23:25 +00:00
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using Content.Shared.NPC.Systems;
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2023-09-16 07:18:10 +01:00
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using Content.Shared.Objectives.Components;
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2023-06-07 10:15:22 +03:00
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using Content.Shared.PDA;
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2021-12-26 06:13:37 +03:00
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using Content.Shared.Roles;
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2023-08-30 21:46:11 -07:00
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using Content.Shared.Roles.Jobs;
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2021-12-21 21:23:29 +01:00
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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Refactor antag rule code (#23445)
* Initial Pass, Rev, Thief
* Zombie initial pass
* Rebase, Traitor
* Nukeops, More overloads
* Revert RevolutionaryRuleComponent
* Use TryRoundStartAttempt, Rewrite nukie spawning
* Comments, Add task scheduler to GameRuleSystem
* Zombie initial testing done
* Sort methods, rework GameRuleTask
* Add CCVar, Initial testing continues
* Might as well get rid of the obsolete logging
* Oops, i dont know how to log apparently
* Suggested formatting fixes
* Suggested changes
* Fix merge issues
* Minor optimisation
* Allowed thief to choose other antags
* Review changes
* Spawn items on floor first, then inserting
* minor tweaks
* Shift as much as possible to ProtoId<>
* Remove unneeded
* Add exclusive antag attribute
* Fix merge issues
* Minor formatting fix
* Convert to struct
* Cleanup
* Review cleanup (need to test a lot)
* Some fixes, (mostly) tested
* oop
* Pass tests (for real)
---------
Co-authored-by: Rainfall <rainfey0+git@gmail.com>
Co-authored-by: AJCM <AJCM@tutanota.com>
2024-02-29 06:25:10 +00:00
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using System.Linq;
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using System.Text;
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2024-04-24 21:31:45 -04:00
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using Content.Server.GameTicking.Components;
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2021-12-21 21:23:29 +01:00
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namespace Content.Server.GameTicking.Rules;
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2023-04-25 20:23:14 -04:00
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public sealed class TraitorRuleSystem : GameRuleSystem<TraitorRuleComponent>
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2021-12-21 21:23:29 +01:00
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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2023-07-17 15:51:52 +12:00
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[Dependency] private readonly NpcFactionSystem _npcFaction = default!;
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2024-04-24 21:31:45 -04:00
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[Dependency] private readonly AntagSelectionSystem _antag = default!;
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2022-08-17 00:34:25 -04:00
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[Dependency] private readonly UplinkSystem _uplink = default!;
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2023-06-18 11:33:19 -07:00
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[Dependency] private readonly MindSystem _mindSystem = default!;
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2023-08-30 21:46:11 -07:00
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[Dependency] private readonly SharedRoleSystem _roleSystem = default!;
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[Dependency] private readonly SharedJobSystem _jobs = default!;
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2023-08-28 16:53:24 -07:00
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[Dependency] private readonly ObjectivesSystem _objectives = default!;
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2022-11-03 22:58:19 -04:00
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2024-04-24 21:31:45 -04:00
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public const int MaxPicks = 20;
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2023-01-20 11:18:47 -05:00
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2021-12-21 21:23:29 +01:00
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public override void Initialize()
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{
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base.Initialize();
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2024-04-24 21:31:45 -04:00
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SubscribeLocalEvent<TraitorRuleComponent, AfterAntagEntitySelectedEvent>(AfterEntitySelected);
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2023-09-04 05:55:34 +01:00
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SubscribeLocalEvent<TraitorRuleComponent, ObjectivesTextGetInfoEvent>(OnObjectivesTextGetInfo);
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SubscribeLocalEvent<TraitorRuleComponent, ObjectivesTextPrependEvent>(OnObjectivesTextPrepend);
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2021-12-21 21:23:29 +01:00
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}
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Refactor antag rule code (#23445)
* Initial Pass, Rev, Thief
* Zombie initial pass
* Rebase, Traitor
* Nukeops, More overloads
* Revert RevolutionaryRuleComponent
* Use TryRoundStartAttempt, Rewrite nukie spawning
* Comments, Add task scheduler to GameRuleSystem
* Zombie initial testing done
* Sort methods, rework GameRuleTask
* Add CCVar, Initial testing continues
* Might as well get rid of the obsolete logging
* Oops, i dont know how to log apparently
* Suggested formatting fixes
* Suggested changes
* Fix merge issues
* Minor optimisation
* Allowed thief to choose other antags
* Review changes
* Spawn items on floor first, then inserting
* minor tweaks
* Shift as much as possible to ProtoId<>
* Remove unneeded
* Add exclusive antag attribute
* Fix merge issues
* Minor formatting fix
* Convert to struct
* Cleanup
* Review cleanup (need to test a lot)
* Some fixes, (mostly) tested
* oop
* Pass tests (for real)
---------
Co-authored-by: Rainfall <rainfey0+git@gmail.com>
Co-authored-by: AJCM <AJCM@tutanota.com>
2024-02-29 06:25:10 +00:00
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protected override void Added(EntityUid uid, TraitorRuleComponent component, GameRuleComponent gameRule, GameRuleAddedEvent args)
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{
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base.Added(uid, component, gameRule, args);
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MakeCodewords(component);
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}
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2024-04-24 21:31:45 -04:00
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private void AfterEntitySelected(Entity<TraitorRuleComponent> ent, ref AfterAntagEntitySelectedEvent args)
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2023-04-24 16:21:05 +10:00
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{
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2024-04-24 21:31:45 -04:00
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MakeTraitor(args.EntityUid, ent);
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2021-12-21 21:23:29 +01:00
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}
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2023-04-25 20:23:14 -04:00
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private void MakeCodewords(TraitorRuleComponent component)
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2022-07-20 05:46:23 -04:00
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{
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2024-04-24 21:31:45 -04:00
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var adjectives = _prototypeManager.Index(component.CodewordAdjectives).Values;
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var verbs = _prototypeManager.Index(component.CodewordVerbs).Values;
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2022-07-20 05:46:23 -04:00
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var codewordPool = adjectives.Concat(verbs).ToList();
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2024-04-24 21:31:45 -04:00
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var finalCodewordCount = Math.Min(component.CodewordCount, codewordPool.Count);
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2023-04-25 20:23:14 -04:00
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component.Codewords = new string[finalCodewordCount];
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2022-07-20 05:46:23 -04:00
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for (var i = 0; i < finalCodewordCount; i++)
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{
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2023-04-25 20:23:14 -04:00
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component.Codewords[i] = _random.PickAndTake(codewordPool);
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2022-07-20 05:46:23 -04:00
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}
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}
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Refactor antag rule code (#23445)
* Initial Pass, Rev, Thief
* Zombie initial pass
* Rebase, Traitor
* Nukeops, More overloads
* Revert RevolutionaryRuleComponent
* Use TryRoundStartAttempt, Rewrite nukie spawning
* Comments, Add task scheduler to GameRuleSystem
* Zombie initial testing done
* Sort methods, rework GameRuleTask
* Add CCVar, Initial testing continues
* Might as well get rid of the obsolete logging
* Oops, i dont know how to log apparently
* Suggested formatting fixes
* Suggested changes
* Fix merge issues
* Minor optimisation
* Allowed thief to choose other antags
* Review changes
* Spawn items on floor first, then inserting
* minor tweaks
* Shift as much as possible to ProtoId<>
* Remove unneeded
* Add exclusive antag attribute
* Fix merge issues
* Minor formatting fix
* Convert to struct
* Cleanup
* Review cleanup (need to test a lot)
* Some fixes, (mostly) tested
* oop
* Pass tests (for real)
---------
Co-authored-by: Rainfall <rainfey0+git@gmail.com>
Co-authored-by: AJCM <AJCM@tutanota.com>
2024-02-29 06:25:10 +00:00
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public bool MakeTraitor(EntityUid traitor, TraitorRuleComponent component, bool giveUplink = true, bool giveObjectives = true)
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{
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//Grab the mind if it wasnt provided
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2023-08-28 16:53:24 -07:00
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if (!_mindSystem.TryGetMind(traitor, out var mindId, out var mind))
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2022-07-20 05:46:23 -04:00
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return false;
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2023-08-28 16:53:24 -07:00
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Refactor antag rule code (#23445)
* Initial Pass, Rev, Thief
* Zombie initial pass
* Rebase, Traitor
* Nukeops, More overloads
* Revert RevolutionaryRuleComponent
* Use TryRoundStartAttempt, Rewrite nukie spawning
* Comments, Add task scheduler to GameRuleSystem
* Zombie initial testing done
* Sort methods, rework GameRuleTask
* Add CCVar, Initial testing continues
* Might as well get rid of the obsolete logging
* Oops, i dont know how to log apparently
* Suggested formatting fixes
* Suggested changes
* Fix merge issues
* Minor optimisation
* Allowed thief to choose other antags
* Review changes
* Spawn items on floor first, then inserting
* minor tweaks
* Shift as much as possible to ProtoId<>
* Remove unneeded
* Add exclusive antag attribute
* Fix merge issues
* Minor formatting fix
* Convert to struct
* Cleanup
* Review cleanup (need to test a lot)
* Some fixes, (mostly) tested
* oop
* Pass tests (for real)
---------
Co-authored-by: Rainfall <rainfey0+git@gmail.com>
Co-authored-by: AJCM <AJCM@tutanota.com>
2024-02-29 06:25:10 +00:00
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var briefing = Loc.GetString("traitor-role-codewords-short", ("codewords", string.Join(", ", component.Codewords)));
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2022-09-15 15:37:54 -04:00
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2023-09-10 03:51:51 +01:00
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Note[]? code = null;
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if (giveUplink)
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{
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Refactor antag rule code (#23445)
* Initial Pass, Rev, Thief
* Zombie initial pass
* Rebase, Traitor
* Nukeops, More overloads
* Revert RevolutionaryRuleComponent
* Use TryRoundStartAttempt, Rewrite nukie spawning
* Comments, Add task scheduler to GameRuleSystem
* Zombie initial testing done
* Sort methods, rework GameRuleTask
* Add CCVar, Initial testing continues
* Might as well get rid of the obsolete logging
* Oops, i dont know how to log apparently
* Suggested formatting fixes
* Suggested changes
* Fix merge issues
* Minor optimisation
* Allowed thief to choose other antags
* Review changes
* Spawn items on floor first, then inserting
* minor tweaks
* Shift as much as possible to ProtoId<>
* Remove unneeded
* Add exclusive antag attribute
* Fix merge issues
* Minor formatting fix
* Convert to struct
* Cleanup
* Review cleanup (need to test a lot)
* Some fixes, (mostly) tested
* oop
* Pass tests (for real)
---------
Co-authored-by: Rainfall <rainfey0+git@gmail.com>
Co-authored-by: AJCM <AJCM@tutanota.com>
2024-02-29 06:25:10 +00:00
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// Calculate the amount of currency on the uplink.
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2024-04-24 21:31:45 -04:00
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var startingBalance = component.StartingBalance;
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Refactor antag rule code (#23445)
* Initial Pass, Rev, Thief
* Zombie initial pass
* Rebase, Traitor
* Nukeops, More overloads
* Revert RevolutionaryRuleComponent
* Use TryRoundStartAttempt, Rewrite nukie spawning
* Comments, Add task scheduler to GameRuleSystem
* Zombie initial testing done
* Sort methods, rework GameRuleTask
* Add CCVar, Initial testing continues
* Might as well get rid of the obsolete logging
* Oops, i dont know how to log apparently
* Suggested formatting fixes
* Suggested changes
* Fix merge issues
* Minor optimisation
* Allowed thief to choose other antags
* Review changes
* Spawn items on floor first, then inserting
* minor tweaks
* Shift as much as possible to ProtoId<>
* Remove unneeded
* Add exclusive antag attribute
* Fix merge issues
* Minor formatting fix
* Convert to struct
* Cleanup
* Review cleanup (need to test a lot)
* Some fixes, (mostly) tested
* oop
* Pass tests (for real)
---------
Co-authored-by: Rainfall <rainfey0+git@gmail.com>
Co-authored-by: AJCM <AJCM@tutanota.com>
2024-02-29 06:25:10 +00:00
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if (_jobs.MindTryGetJob(mindId, out _, out var prototype))
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startingBalance = Math.Max(startingBalance - prototype.AntagAdvantage, 0);
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2023-09-10 03:51:51 +01:00
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// creadth: we need to create uplink for the antag.
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// PDA should be in place already
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Refactor antag rule code (#23445)
* Initial Pass, Rev, Thief
* Zombie initial pass
* Rebase, Traitor
* Nukeops, More overloads
* Revert RevolutionaryRuleComponent
* Use TryRoundStartAttempt, Rewrite nukie spawning
* Comments, Add task scheduler to GameRuleSystem
* Zombie initial testing done
* Sort methods, rework GameRuleTask
* Add CCVar, Initial testing continues
* Might as well get rid of the obsolete logging
* Oops, i dont know how to log apparently
* Suggested formatting fixes
* Suggested changes
* Fix merge issues
* Minor optimisation
* Allowed thief to choose other antags
* Review changes
* Spawn items on floor first, then inserting
* minor tweaks
* Shift as much as possible to ProtoId<>
* Remove unneeded
* Add exclusive antag attribute
* Fix merge issues
* Minor formatting fix
* Convert to struct
* Cleanup
* Review cleanup (need to test a lot)
* Some fixes, (mostly) tested
* oop
* Pass tests (for real)
---------
Co-authored-by: Rainfall <rainfey0+git@gmail.com>
Co-authored-by: AJCM <AJCM@tutanota.com>
2024-02-29 06:25:10 +00:00
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var pda = _uplink.FindUplinkTarget(traitor);
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if (pda == null || !_uplink.AddUplink(traitor, startingBalance))
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2023-09-10 03:51:51 +01:00
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return false;
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// Give traitors their codewords and uplink code to keep in their character info menu
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code = EnsureComp<RingerUplinkComponent>(pda.Value).Code;
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Refactor antag rule code (#23445)
* Initial Pass, Rev, Thief
* Zombie initial pass
* Rebase, Traitor
* Nukeops, More overloads
* Revert RevolutionaryRuleComponent
* Use TryRoundStartAttempt, Rewrite nukie spawning
* Comments, Add task scheduler to GameRuleSystem
* Zombie initial testing done
* Sort methods, rework GameRuleTask
* Add CCVar, Initial testing continues
* Might as well get rid of the obsolete logging
* Oops, i dont know how to log apparently
* Suggested formatting fixes
* Suggested changes
* Fix merge issues
* Minor optimisation
* Allowed thief to choose other antags
* Review changes
* Spawn items on floor first, then inserting
* minor tweaks
* Shift as much as possible to ProtoId<>
* Remove unneeded
* Add exclusive antag attribute
* Fix merge issues
* Minor formatting fix
* Convert to struct
* Cleanup
* Review cleanup (need to test a lot)
* Some fixes, (mostly) tested
* oop
* Pass tests (for real)
---------
Co-authored-by: Rainfall <rainfey0+git@gmail.com>
Co-authored-by: AJCM <AJCM@tutanota.com>
2024-02-29 06:25:10 +00:00
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2023-09-10 03:51:51 +01:00
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// If giveUplink is false the uplink code part is omitted
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briefing = string.Format("{0}\n{1}", briefing,
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Refactor antag rule code (#23445)
* Initial Pass, Rev, Thief
* Zombie initial pass
* Rebase, Traitor
* Nukeops, More overloads
* Revert RevolutionaryRuleComponent
* Use TryRoundStartAttempt, Rewrite nukie spawning
* Comments, Add task scheduler to GameRuleSystem
* Zombie initial testing done
* Sort methods, rework GameRuleTask
* Add CCVar, Initial testing continues
* Might as well get rid of the obsolete logging
* Oops, i dont know how to log apparently
* Suggested formatting fixes
* Suggested changes
* Fix merge issues
* Minor optimisation
* Allowed thief to choose other antags
* Review changes
* Spawn items on floor first, then inserting
* minor tweaks
* Shift as much as possible to ProtoId<>
* Remove unneeded
* Add exclusive antag attribute
* Fix merge issues
* Minor formatting fix
* Convert to struct
* Cleanup
* Review cleanup (need to test a lot)
* Some fixes, (mostly) tested
* oop
* Pass tests (for real)
---------
Co-authored-by: Rainfall <rainfey0+git@gmail.com>
Co-authored-by: AJCM <AJCM@tutanota.com>
2024-02-29 06:25:10 +00:00
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Loc.GetString("traitor-role-uplink-code-short", ("code", string.Join("-", code).Replace("sharp", "#"))));
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2023-09-10 03:51:51 +01:00
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}
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2023-04-25 20:23:14 -04:00
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2024-04-24 21:31:45 -04:00
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_antag.SendBriefing(traitor, GenerateBriefing(component.Codewords, code), null, component.GreetSoundNotification);
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Refactor antag rule code (#23445)
* Initial Pass, Rev, Thief
* Zombie initial pass
* Rebase, Traitor
* Nukeops, More overloads
* Revert RevolutionaryRuleComponent
* Use TryRoundStartAttempt, Rewrite nukie spawning
* Comments, Add task scheduler to GameRuleSystem
* Zombie initial testing done
* Sort methods, rework GameRuleTask
* Add CCVar, Initial testing continues
* Might as well get rid of the obsolete logging
* Oops, i dont know how to log apparently
* Suggested formatting fixes
* Suggested changes
* Fix merge issues
* Minor optimisation
* Allowed thief to choose other antags
* Review changes
* Spawn items on floor first, then inserting
* minor tweaks
* Shift as much as possible to ProtoId<>
* Remove unneeded
* Add exclusive antag attribute
* Fix merge issues
* Minor formatting fix
* Convert to struct
* Cleanup
* Review cleanup (need to test a lot)
* Some fixes, (mostly) tested
* oop
* Pass tests (for real)
---------
Co-authored-by: Rainfall <rainfey0+git@gmail.com>
Co-authored-by: AJCM <AJCM@tutanota.com>
2024-02-29 06:25:10 +00:00
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component.TraitorMinds.Add(mindId);
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2023-06-07 10:15:22 +03:00
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Refactor antag rule code (#23445)
* Initial Pass, Rev, Thief
* Zombie initial pass
* Rebase, Traitor
* Nukeops, More overloads
* Revert RevolutionaryRuleComponent
* Use TryRoundStartAttempt, Rewrite nukie spawning
* Comments, Add task scheduler to GameRuleSystem
* Zombie initial testing done
* Sort methods, rework GameRuleTask
* Add CCVar, Initial testing continues
* Might as well get rid of the obsolete logging
* Oops, i dont know how to log apparently
* Suggested formatting fixes
* Suggested changes
* Fix merge issues
* Minor optimisation
* Allowed thief to choose other antags
* Review changes
* Spawn items on floor first, then inserting
* minor tweaks
* Shift as much as possible to ProtoId<>
* Remove unneeded
* Add exclusive antag attribute
* Fix merge issues
* Minor formatting fix
* Convert to struct
* Cleanup
* Review cleanup (need to test a lot)
* Some fixes, (mostly) tested
* oop
* Pass tests (for real)
---------
Co-authored-by: Rainfall <rainfey0+git@gmail.com>
Co-authored-by: AJCM <AJCM@tutanota.com>
2024-02-29 06:25:10 +00:00
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// Assign briefing
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2023-08-31 22:29:45 +01:00
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_roleSystem.MindAddRole(mindId, new RoleBriefingComponent
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{
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2024-04-24 21:31:45 -04:00
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Briefing = briefing
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Refactor antag rule code (#23445)
* Initial Pass, Rev, Thief
* Zombie initial pass
* Rebase, Traitor
* Nukeops, More overloads
* Revert RevolutionaryRuleComponent
* Use TryRoundStartAttempt, Rewrite nukie spawning
* Comments, Add task scheduler to GameRuleSystem
* Zombie initial testing done
* Sort methods, rework GameRuleTask
* Add CCVar, Initial testing continues
* Might as well get rid of the obsolete logging
* Oops, i dont know how to log apparently
* Suggested formatting fixes
* Suggested changes
* Fix merge issues
* Minor optimisation
* Allowed thief to choose other antags
* Review changes
* Spawn items on floor first, then inserting
* minor tweaks
* Shift as much as possible to ProtoId<>
* Remove unneeded
* Add exclusive antag attribute
* Fix merge issues
* Minor formatting fix
* Convert to struct
* Cleanup
* Review cleanup (need to test a lot)
* Some fixes, (mostly) tested
* oop
* Pass tests (for real)
---------
Co-authored-by: Rainfall <rainfey0+git@gmail.com>
Co-authored-by: AJCM <AJCM@tutanota.com>
2024-02-29 06:25:10 +00:00
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}, mind, true);
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2021-12-21 21:23:29 +01:00
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2023-06-07 10:15:22 +03:00
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// Change the faction
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Refactor antag rule code (#23445)
* Initial Pass, Rev, Thief
* Zombie initial pass
* Rebase, Traitor
* Nukeops, More overloads
* Revert RevolutionaryRuleComponent
* Use TryRoundStartAttempt, Rewrite nukie spawning
* Comments, Add task scheduler to GameRuleSystem
* Zombie initial testing done
* Sort methods, rework GameRuleTask
* Add CCVar, Initial testing continues
* Might as well get rid of the obsolete logging
* Oops, i dont know how to log apparently
* Suggested formatting fixes
* Suggested changes
* Fix merge issues
* Minor optimisation
* Allowed thief to choose other antags
* Review changes
* Spawn items on floor first, then inserting
* minor tweaks
* Shift as much as possible to ProtoId<>
* Remove unneeded
* Add exclusive antag attribute
* Fix merge issues
* Minor formatting fix
* Convert to struct
* Cleanup
* Review cleanup (need to test a lot)
* Some fixes, (mostly) tested
* oop
* Pass tests (for real)
---------
Co-authored-by: Rainfall <rainfey0+git@gmail.com>
Co-authored-by: AJCM <AJCM@tutanota.com>
2024-02-29 06:25:10 +00:00
|
|
|
_npcFaction.RemoveFaction(traitor, component.NanoTrasenFaction, false);
|
|
|
|
|
_npcFaction.AddFaction(traitor, component.SyndicateFaction);
|
2023-01-01 20:18:47 -05:00
|
|
|
|
2023-06-07 10:15:22 +03:00
|
|
|
// Give traitors their objectives
|
2023-09-10 03:51:51 +01:00
|
|
|
if (giveObjectives)
|
2021-12-21 21:23:29 +01:00
|
|
|
{
|
2023-09-10 03:51:51 +01:00
|
|
|
var difficulty = 0f;
|
2024-04-24 21:31:45 -04:00
|
|
|
for (var pick = 0; pick < MaxPicks && component.MaxDifficulty > difficulty; pick++)
|
2023-09-10 03:51:51 +01:00
|
|
|
{
|
Refactor antag rule code (#23445)
* Initial Pass, Rev, Thief
* Zombie initial pass
* Rebase, Traitor
* Nukeops, More overloads
* Revert RevolutionaryRuleComponent
* Use TryRoundStartAttempt, Rewrite nukie spawning
* Comments, Add task scheduler to GameRuleSystem
* Zombie initial testing done
* Sort methods, rework GameRuleTask
* Add CCVar, Initial testing continues
* Might as well get rid of the obsolete logging
* Oops, i dont know how to log apparently
* Suggested formatting fixes
* Suggested changes
* Fix merge issues
* Minor optimisation
* Allowed thief to choose other antags
* Review changes
* Spawn items on floor first, then inserting
* minor tweaks
* Shift as much as possible to ProtoId<>
* Remove unneeded
* Add exclusive antag attribute
* Fix merge issues
* Minor formatting fix
* Convert to struct
* Cleanup
* Review cleanup (need to test a lot)
* Some fixes, (mostly) tested
* oop
* Pass tests (for real)
---------
Co-authored-by: Rainfall <rainfey0+git@gmail.com>
Co-authored-by: AJCM <AJCM@tutanota.com>
2024-02-29 06:25:10 +00:00
|
|
|
var objective = _objectives.GetRandomObjective(mindId, mind, component.ObjectiveGroup);
|
2023-09-10 03:51:51 +01:00
|
|
|
if (objective == null)
|
|
|
|
|
continue;
|
2023-06-18 11:33:19 -07:00
|
|
|
|
2023-09-16 07:18:10 +01:00
|
|
|
_mindSystem.AddObjective(mindId, mind, objective.Value);
|
2024-01-15 23:09:14 +00:00
|
|
|
var adding = Comp<ObjectiveComponent>(objective.Value).Difficulty;
|
|
|
|
|
difficulty += adding;
|
|
|
|
|
Log.Debug($"Added objective {ToPrettyString(objective):objective} with {adding} difficulty");
|
2023-09-10 03:51:51 +01:00
|
|
|
}
|
2021-12-21 21:23:29 +01:00
|
|
|
}
|
|
|
|
|
|
2022-07-20 05:46:23 -04:00
|
|
|
return true;
|
2021-12-21 21:23:29 +01:00
|
|
|
}
|
|
|
|
|
|
2023-09-04 05:55:34 +01:00
|
|
|
private void OnObjectivesTextGetInfo(EntityUid uid, TraitorRuleComponent comp, ref ObjectivesTextGetInfoEvent args)
|
2021-12-21 21:23:29 +01:00
|
|
|
{
|
2024-04-24 21:31:45 -04:00
|
|
|
args.Minds = _antag.GetAntagMindEntityUids(uid);
|
2023-09-04 05:55:34 +01:00
|
|
|
args.AgentName = Loc.GetString("traitor-round-end-agent-name");
|
|
|
|
|
}
|
2023-04-25 20:23:14 -04:00
|
|
|
|
2023-09-04 05:55:34 +01:00
|
|
|
private void OnObjectivesTextPrepend(EntityUid uid, TraitorRuleComponent comp, ref ObjectivesTextPrependEvent args)
|
|
|
|
|
{
|
|
|
|
|
args.Text += "\n" + Loc.GetString("traitor-round-end-codewords", ("codewords", string.Join(", ", comp.Codewords)));
|
2021-12-21 21:23:29 +01:00
|
|
|
}
|
2022-11-03 22:58:19 -04:00
|
|
|
|
Refactor antag rule code (#23445)
* Initial Pass, Rev, Thief
* Zombie initial pass
* Rebase, Traitor
* Nukeops, More overloads
* Revert RevolutionaryRuleComponent
* Use TryRoundStartAttempt, Rewrite nukie spawning
* Comments, Add task scheduler to GameRuleSystem
* Zombie initial testing done
* Sort methods, rework GameRuleTask
* Add CCVar, Initial testing continues
* Might as well get rid of the obsolete logging
* Oops, i dont know how to log apparently
* Suggested formatting fixes
* Suggested changes
* Fix merge issues
* Minor optimisation
* Allowed thief to choose other antags
* Review changes
* Spawn items on floor first, then inserting
* minor tweaks
* Shift as much as possible to ProtoId<>
* Remove unneeded
* Add exclusive antag attribute
* Fix merge issues
* Minor formatting fix
* Convert to struct
* Cleanup
* Review cleanup (need to test a lot)
* Some fixes, (mostly) tested
* oop
* Pass tests (for real)
---------
Co-authored-by: Rainfall <rainfey0+git@gmail.com>
Co-authored-by: AJCM <AJCM@tutanota.com>
2024-02-29 06:25:10 +00:00
|
|
|
private string GenerateBriefing(string[] codewords, Note[]? uplinkCode)
|
|
|
|
|
{
|
|
|
|
|
var sb = new StringBuilder();
|
|
|
|
|
sb.AppendLine(Loc.GetString("traitor-role-greeting"));
|
|
|
|
|
sb.AppendLine(Loc.GetString("traitor-role-codewords-short", ("codewords", string.Join(", ", codewords))));
|
|
|
|
|
if (uplinkCode != null)
|
|
|
|
|
sb.AppendLine(Loc.GetString("traitor-role-uplink-code-short", ("code", string.Join("-", uplinkCode).Replace("sharp", "#"))));
|
|
|
|
|
|
|
|
|
|
return sb.ToString();
|
|
|
|
|
}
|
|
|
|
|
|
2023-08-28 16:53:24 -07:00
|
|
|
public List<(EntityUid Id, MindComponent Mind)> GetOtherTraitorMindsAliveAndConnected(MindComponent ourMind)
|
2022-11-03 22:58:19 -04:00
|
|
|
{
|
2023-08-28 16:53:24 -07:00
|
|
|
List<(EntityUid Id, MindComponent Mind)> allTraitors = new();
|
2024-04-24 21:31:45 -04:00
|
|
|
|
|
|
|
|
var query = EntityQueryEnumerator<TraitorRuleComponent>();
|
|
|
|
|
while (query.MoveNext(out var uid, out var traitor))
|
2023-04-25 20:23:14 -04:00
|
|
|
{
|
2024-04-24 21:31:45 -04:00
|
|
|
foreach (var role in GetOtherTraitorMindsAliveAndConnected(ourMind, (uid, traitor)))
|
2023-04-25 20:23:14 -04:00
|
|
|
{
|
|
|
|
|
if (!allTraitors.Contains(role))
|
|
|
|
|
allTraitors.Add(role);
|
|
|
|
|
}
|
|
|
|
|
}
|
2022-11-03 22:58:19 -04:00
|
|
|
|
2023-04-25 20:23:14 -04:00
|
|
|
return allTraitors;
|
|
|
|
|
}
|
|
|
|
|
|
2024-04-24 21:31:45 -04:00
|
|
|
private List<(EntityUid Id, MindComponent Mind)> GetOtherTraitorMindsAliveAndConnected(MindComponent ourMind, Entity<TraitorRuleComponent> rule)
|
2023-04-25 20:23:14 -04:00
|
|
|
{
|
2023-08-28 16:53:24 -07:00
|
|
|
var traitors = new List<(EntityUid Id, MindComponent Mind)>();
|
2024-04-24 21:31:45 -04:00
|
|
|
foreach (var mind in _antag.GetAntagMinds(rule.Owner))
|
2023-08-28 16:53:24 -07:00
|
|
|
{
|
2024-04-24 21:31:45 -04:00
|
|
|
if (mind.Comp == ourMind)
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
traitors.Add((mind, mind));
|
2023-08-28 16:53:24 -07:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return traitors;
|
2022-11-03 22:58:19 -04:00
|
|
|
}
|
2021-12-21 21:23:29 +01:00
|
|
|
}
|