2022-07-05 23:42:51 -04:00
|
|
|
using System.Linq;
|
|
|
|
|
using Content.Server.Actions;
|
|
|
|
|
using Content.Server.Chat.Managers;
|
|
|
|
|
using Content.Server.Disease;
|
2022-10-30 20:05:21 -04:00
|
|
|
using Content.Server.Disease.Components;
|
2023-01-13 16:57:10 -08:00
|
|
|
using Content.Server.Humanoid;
|
2022-07-05 23:42:51 -04:00
|
|
|
using Content.Server.Mind.Components;
|
|
|
|
|
using Content.Server.Players;
|
|
|
|
|
using Content.Server.Popups;
|
|
|
|
|
using Content.Server.Preferences.Managers;
|
|
|
|
|
using Content.Server.RoundEnd;
|
|
|
|
|
using Content.Server.Traitor;
|
|
|
|
|
using Content.Server.Zombies;
|
|
|
|
|
using Content.Shared.Actions.ActionTypes;
|
|
|
|
|
using Content.Shared.CCVar;
|
2022-12-24 23:28:21 -05:00
|
|
|
using Content.Shared.Humanoid;
|
2023-01-13 16:57:10 -08:00
|
|
|
using Content.Shared.Mobs;
|
|
|
|
|
using Content.Shared.Mobs.Components;
|
|
|
|
|
using Content.Shared.Mobs.Systems;
|
2022-07-05 23:42:51 -04:00
|
|
|
using Content.Shared.Preferences;
|
|
|
|
|
using Content.Shared.Roles;
|
|
|
|
|
using Content.Shared.Zombies;
|
|
|
|
|
using Robust.Server.Player;
|
|
|
|
|
using Robust.Shared.Configuration;
|
|
|
|
|
using Robust.Shared.Prototypes;
|
|
|
|
|
using Robust.Shared.Random;
|
|
|
|
|
using Robust.Shared.Utility;
|
|
|
|
|
|
|
|
|
|
namespace Content.Server.GameTicking.Rules;
|
|
|
|
|
|
|
|
|
|
public sealed class ZombieRuleSystem : GameRuleSystem
|
|
|
|
|
{
|
|
|
|
|
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
|
|
|
|
|
[Dependency] private readonly IRobustRandom _random = default!;
|
|
|
|
|
[Dependency] private readonly IConfigurationManager _cfg = default!;
|
|
|
|
|
[Dependency] private readonly IChatManager _chatManager = default!;
|
|
|
|
|
[Dependency] private readonly IPlayerManager _playerManager = default!;
|
|
|
|
|
[Dependency] private readonly IServerPreferencesManager _prefs = default!;
|
|
|
|
|
[Dependency] private readonly RoundEndSystem _roundEndSystem = default!;
|
|
|
|
|
[Dependency] private readonly DiseaseSystem _diseaseSystem = default!;
|
|
|
|
|
[Dependency] private readonly PopupSystem _popup = default!;
|
|
|
|
|
[Dependency] private readonly ActionsSystem _action = default!;
|
2022-08-29 22:35:19 -04:00
|
|
|
[Dependency] private readonly MobStateSystem _mobState = default!;
|
2022-07-05 23:42:51 -04:00
|
|
|
[Dependency] private readonly ZombifyOnDeathSystem _zombify = default!;
|
|
|
|
|
|
|
|
|
|
private Dictionary<string, string> _initialInfectedNames = new();
|
|
|
|
|
|
|
|
|
|
public override string Prototype => "Zombie";
|
|
|
|
|
|
|
|
|
|
private const string PatientZeroPrototypeID = "InitialInfected";
|
|
|
|
|
private const string InitialZombieVirusPrototype = "PassiveZombieVirus";
|
|
|
|
|
private const string ZombifySelfActionPrototype = "TurnUndead";
|
|
|
|
|
|
|
|
|
|
public override void Initialize()
|
|
|
|
|
{
|
|
|
|
|
base.Initialize();
|
|
|
|
|
|
|
|
|
|
SubscribeLocalEvent<RoundStartAttemptEvent>(OnStartAttempt);
|
|
|
|
|
SubscribeLocalEvent<MobStateChangedEvent>(OnMobStateChanged);
|
|
|
|
|
SubscribeLocalEvent<RoundEndTextAppendEvent>(OnRoundEndText);
|
|
|
|
|
SubscribeLocalEvent<RulePlayerJobsAssignedEvent>(OnJobAssigned);
|
|
|
|
|
|
|
|
|
|
SubscribeLocalEvent<EntityZombifiedEvent>(OnEntityZombified);
|
|
|
|
|
SubscribeLocalEvent<ZombifyOnDeathComponent, ZombifySelfActionEvent>(OnZombifySelf);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void OnRoundEndText(RoundEndTextAppendEvent ev)
|
|
|
|
|
{
|
2022-07-10 18:48:41 -07:00
|
|
|
if (!RuleAdded)
|
2022-07-05 23:42:51 -04:00
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
//this is just the general condition thing used for determining the win/lose text
|
2022-07-14 14:11:44 +02:00
|
|
|
var percent = GetInfectedPercentage(out var livingHumans);
|
2022-07-05 23:42:51 -04:00
|
|
|
|
|
|
|
|
if (percent <= 0)
|
|
|
|
|
ev.AddLine(Loc.GetString("zombie-round-end-amount-none"));
|
|
|
|
|
else if (percent <= 0.25)
|
|
|
|
|
ev.AddLine(Loc.GetString("zombie-round-end-amount-low"));
|
|
|
|
|
else if (percent <= 0.5)
|
2022-07-14 14:11:44 +02:00
|
|
|
ev.AddLine(Loc.GetString("zombie-round-end-amount-medium", ("percent", Math.Round((percent * 100), 2).ToString())));
|
2022-07-05 23:42:51 -04:00
|
|
|
else if (percent < 1)
|
2022-07-14 14:11:44 +02:00
|
|
|
ev.AddLine(Loc.GetString("zombie-round-end-amount-high", ("percent", Math.Round((percent * 100), 2).ToString())));
|
2022-07-05 23:42:51 -04:00
|
|
|
else
|
|
|
|
|
ev.AddLine(Loc.GetString("zombie-round-end-amount-all"));
|
|
|
|
|
|
|
|
|
|
ev.AddLine(Loc.GetString("zombie-round-end-initial-count", ("initialCount", _initialInfectedNames.Count)));
|
|
|
|
|
foreach (var player in _initialInfectedNames)
|
|
|
|
|
{
|
|
|
|
|
ev.AddLine(Loc.GetString("zombie-round-end-user-was-initial",
|
|
|
|
|
("name", player.Key),
|
|
|
|
|
("username", player.Value)));
|
|
|
|
|
}
|
|
|
|
|
|
2022-08-29 22:35:19 -04:00
|
|
|
//Gets a bunch of the living players and displays them if they're under a threshold.
|
|
|
|
|
//InitialInfected is used for the threshold because it scales with the player count well.
|
2022-07-05 23:42:51 -04:00
|
|
|
if (livingHumans.Count > 0 && livingHumans.Count <= _initialInfectedNames.Count)
|
|
|
|
|
{
|
|
|
|
|
ev.AddLine("");
|
|
|
|
|
ev.AddLine(Loc.GetString("zombie-round-end-survivor-count", ("count", livingHumans.Count)));
|
|
|
|
|
foreach (var survivor in livingHumans)
|
|
|
|
|
{
|
|
|
|
|
var meta = MetaData(survivor);
|
|
|
|
|
var username = string.Empty;
|
|
|
|
|
if (TryComp<MindComponent>(survivor, out var mindcomp))
|
|
|
|
|
if (mindcomp.Mind != null && mindcomp.Mind.Session != null)
|
|
|
|
|
username = mindcomp.Mind.Session.Name;
|
|
|
|
|
|
|
|
|
|
ev.AddLine(Loc.GetString("zombie-round-end-user-was-survivor",
|
|
|
|
|
("name", meta.EntityName),
|
|
|
|
|
("username", username)));
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void OnJobAssigned(RulePlayerJobsAssignedEvent ev)
|
|
|
|
|
{
|
2022-07-10 18:48:41 -07:00
|
|
|
if (!RuleAdded)
|
2022-07-05 23:42:51 -04:00
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
_initialInfectedNames = new();
|
|
|
|
|
|
|
|
|
|
InfectInitialPlayers();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/// <remarks>
|
|
|
|
|
/// This is just checked if the last human somehow dies
|
|
|
|
|
/// by starving or flying off into space.
|
|
|
|
|
/// </remarks>
|
|
|
|
|
private void OnMobStateChanged(MobStateChangedEvent ev)
|
|
|
|
|
{
|
2022-07-10 18:48:41 -07:00
|
|
|
if (!RuleAdded)
|
2022-07-05 23:42:51 -04:00
|
|
|
return;
|
2023-01-13 16:57:10 -08:00
|
|
|
CheckRoundEnd(ev.Target);
|
2022-07-05 23:42:51 -04:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void OnEntityZombified(EntityZombifiedEvent ev)
|
|
|
|
|
{
|
2022-07-10 18:48:41 -07:00
|
|
|
if (!RuleAdded)
|
2022-07-05 23:42:51 -04:00
|
|
|
return;
|
|
|
|
|
CheckRoundEnd(ev.Target);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// The big kahoona function for checking if the round is gonna end
|
|
|
|
|
/// </summary>
|
|
|
|
|
/// <param name="target">depending on this uid, we should care about the round ending</param>
|
|
|
|
|
private void CheckRoundEnd(EntityUid target)
|
|
|
|
|
{
|
|
|
|
|
//we only care about players, not monkeys and such.
|
Humanoid appearance refactor (#10882)
* initial commit
- species prototype modifications
- markings points as its own file
- shared humanoid component
* adds a tool to convert sprite accessories to markings (in go)
* removes a fmt call
* converts sprite accessory to markings
* adds hair and facial hair to marking categories
* multiple changes
- humanoid visualizer system
- markings modifications for visualizer
- modifications to shared humanoid component
- lays out a base for humanoid system
* hidden layers, ports some properties from appearance component, shrinks DefaultMarkings a little
* squishes the initialize event calls into one function
adds stuff to set species/skin color externally from a server message - currently laid out as if it a dirty call to a networked component, may be subject to change (server-side has not been implemented yet)
* makes the sprite pipeline more obvious
* apply all markings, hidden layer set replacement
* ensures that markings are cleared when the new set is applied
* starts refactoring markingsset (unfinished)
* more additions to the markingset api
* adds constructor logic to markingset
* adds a method to filter out markings in a set based on a given species
* fixes enumerators in markingset
* adds validator into MarkingSet, fixes ForwardMarkingEnumerator
* modifications to the humanoid visual system
* ensuredefault in markingset
* oop
* fixes up data keys, populates OnAppearanceChange in visualizer
* changes to humanoid component, markings
marking equality is now more strict, humanoidcomponent is now implemented for client as a child of sharedhumanoidcomponent
* markings are now applied the visualizer by diffing them
* base sprites are now applied to humanoids from humanoidvisualizer
* passes along base sprite settings to the marking application so that markings know to follow skin color/alpha or not (see: slimes)
* custom base layers on humanoids
* merges all data keys into one data class for humanoid visualizers
* setappearance in sharedhumanoidsystem, removes custombaselayercolors
* humanoidcomponent, system (empty) in server
* adds some basic public API functions to HumanoidSystem
* add marking, remove marking
* changes appearance MarkingsSet to a List<Marking>, adds listener for PlayerSpawnCompleteEvent in HumanoidSystem
* ensuredefaultmarkings, oninit for humanoids
* markingmanager API changes
* removes MarkingsSet
* LoadProfile, adjusts randomization in humanoid appearance to account for species
* base layer settings in humanoidsystem, eye color from profile
* rearranges files to centralize under Humanoid namespace
* more reorganization, deletes some stuff
gotta break stuff to make other things work, right?
goodbye SpriteAccessory...
* fixes a good chunk of server-side issues
still does not compile, yet
* singlemarkingpicker xaml layout
* singlemarkingpicker logic
* magic mirror window (varying pieces of it, mostly client-oriented)
* removes some imports, gives MagicMirror a BUI class (not filled in yet)
* populates magic mirror BUI functionality / window callbacks
* fixes up some errors in humanoidprofileeditor
* changes to SingleMarkingPicker
SingleMarkingPicker now accepts a List<Marking>, species, and total possible markings available in that marking category
* fixes up hair pickers on humanoid profile editor
* fixes the errors in markingpicker
* markingsystem is now gone
* fixes a bunch of build errors
* so that's why i did it like that
* namespace issues, adds robustxamlloader to singlemarkingpicker
* another robustxamlloader
* human, lizard sprites/points
* prototype fixes, deletion of old spriteaccessory
* component registration, fixes dwarf skin toning
no, 'ReptilianToned' does not exist
* removes component registration from abstract humanoid component
* visualizer data now cloneable
* serialize for visualizer key
* zero-count edge case
* missing semi-colon moment
* setspecies in humanoidsystem
* ensures that default markings, if empty, will cause ensuredefault to skip over that given category
* tryadd instead of add
* whoops
* diff and apply should properly apply markings now
* always ensure default, fixes double load for player spawning
* apply skin color now sets the skin color property in humanoidcomponent
* removes sprite from a few species prototypes
* sprite changes for specific base layers based on humanoid sex
* layer ordering fix, and a missing base layer should now disallow markings on that layer
* anymarking base layer, adds the right leg/foot for humans
* loading a profile will now clear all markings on that humanoid
* adds missing layers for humans
* separates species.yml into respective species prototype files
* ensures that if layer visibility was changed, all markings have to be reapplied
* server-side enforcement of hiding hair (and other head-related markings) when equipping things that hide hair
* slime fix, clothingsystem now dictates layer visibility server side
* sussy
* layer settings should now ensure a marking should match the skin tone
* whoops
* skincolor static class and functions in UI
* skin color validation in humanoidcharacterappearance
* markingpicker now shows only the markings for the selected category in used
* getter for slot in singlemarkingpicker now ensures slot is 0 if markings exists
* FilterSpecies no longer attempts to do removal while iterating
* expands for SingleMarkingPicker
* humanoid base dummy has blank layers now (and snout/tail/headside/headtop)
* fixes an issue with visualizer system if the marking count was different but the markings themselves were (somewhat) the same
* whoops
* adds edge case handlers for count differences in humanoid markings
* preview now loads profile instead of directly setting appearance
* moves marking set loading to update controls
* clones a marking set in markingpicker by using the deep clone constructor
* whoops (deep cloning a marking now copies the marking id)
* adds replace function for markingset
* points should now update after the markings are remove/added
* merging base layer sprites into a humanoid should now clear them before merging
* sets dirty range start to count only if the dirty range start was never set above 0
* fixes up some issues with singlemarkingpicker
* color selector sliders in single marking picker should now expand
* hair from hair pickers should now apply in profile loading (client-side)
* category in singlemarkingpicker now sets the private category variable
* slot selector should now populate
* single marking picker buttons now have text, also shows the category name over all user-clickable elements
* removes a comment
* removing hair slots now sets it to bald, defaults to zero used slots if current hair is bald on hair/facial hair
* random skin color, eye color
* populate colors now checks if the marking count is greater than zero in singlemarkingpicker
* hair/facial hair pickers now just get the first possible hair from the respective species list
* different approach to random skin color
* oh, that's why it wasn't working
* randomize everything now just updates every single control
* selecting a new marking in SingleMarkingPicker should attempt to copy over old colors, populate list now uses cache,
* markingmanager now uses OnlyWhitelisted to populate by category and species
* filterspecies now uses onlyWhitelist to filter markings based on whitelist or not
* oops
* ui fix for singlemarkingpicker, ensures that cache is not null if it is null when populatelist is called
* order of operations for the horizontal expand for add/remove
* hair pickers should now update when you add/remove the hair slot
* fixes variable naming error in character appearance
* loc string fix in singlemarkingpicker
* lizards, vox now have onlyWhitelist, vox restriction for hair/facialhairs
* having zero possible hairs should no longer cause an exception in randomization
* setting species should now update hair pickers
* ignore categories for marking picker
* and a clear as well for the category button
* places that functionality in its own function instead
* adds eye base sprite, vox now also have their own custom eye sprites
* loading a profile client-side should do FilterSpecies for markings now
* client-side load profile does filter species after adding in the hairs now
* magic mirror
* callbacks now call the callback instead of adding it on construct
* whoops
* in removemarking too
* adds missing synchronize calls
* comments out an updateinterface call in magic mirror
* magic mirror window title, minimum sizing
* fixes minsize, adds warning for players who try to set their hair for species that have no hair
* removes spaces in xaml
* namespace changes/organization
* whoopsie (merge conflicts)
* re-enables identity from humanoid component
* damagevisuals now uses the enum given to it instead of the layerstate given on that layer tied to the enum
* removes commas from json
* changes to visuals system so the change is consistent
* chest
* reptilian
* visualizer system now handles body sprite setting/coloration, similar to how characterappearance did it
not a big fan of this
* adds a check in applybasesprites
* adding/removing parts should now make them invisible on a humanoid
* body part removal/adding now enumerates over sublayers instead
* synchro now runs in bodycomponent startup
* parts instead of slots
* humanoidcompnent check
* switches from rsi to actualrsi
* removes all the body stuff (too slow)
* cleans up resolves from humanoid visualizer system
* merging sprites now checks if the base sprites have been modified or not (through things like species changes, or custom base sprite changes)
* not forgetting that one again
* merging now returns an actual dirty value
* replaces the sequenceequal with a more accurate solution
* permanent layers, layer visibility on add/remove part in body
* should send all hidden layers over now
* isdirty in visualizer system for base layers
* isdirty checks count as well
* ok, IsDirty should now set the base layers if the merged sprites are different
* equals override in HumanoidSpritePrototypes.cs
temporary until record prototypes :heck:
* makes fields readonly, equates IDs instead
* adds forced markings through marking picker
* forced in humanoidsystem api, ignorespecies in markingpicker
* marking bui
* makes that serializable as well
* ignore species/forced toggles now work
* adds icon to modifier verb, interface and keys to humanoid bases
* needs the actual enum value to open, no?
* makes the key the actual key
* actions now propagate upwards
* ignore species when set now repopulates markingpicker
* modifiable base layers in the markings window
* oops!
* layout changes
* info box should now appear
* adds ignorespecies for marking picker, collapsible for base layer section of appearance modification window
* collapsible layout moment
* if base layers have changed, all markings are now dirty (and if a base layer is missing, the marking is still 'applied' but it's now just invisible
* small change to marking visibility
* small changes to modifier UI
* markings now match skin on zombification
* zombie stuff
* makes the line edit in marking modifier window more obvious
* disables vox on round start
* horizontal expand on the single label in base layer modifiers
* humanoid profiles in prototypes
* randomhumanoidappearance won't work if the humanoid has a profile already stored
* removes unused code
* documentation in humanoidsystem server-side
* documentation in shared/client
* whoops
* converts accessory into marking in locale files (also adds marking loc string into single marking picker)
* be gone, shared humanoid appearance system from the last upstream merge
* species ignore on randomization (defaults to no ignored species)
* more upstream merge parts that bypassed any errors before merge
* addresses review (also just adds typeserializers in some places)
* submodule moment
* upstream merge issues
2022-09-22 15:19:00 -07:00
|
|
|
if (!HasComp<HumanoidComponent>(target))
|
2022-07-05 23:42:51 -04:00
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
var percent = GetInfectedPercentage(out var num);
|
|
|
|
|
if (num.Count == 1) //only one human left. spooky
|
2022-12-19 10:41:47 +13:00
|
|
|
_popup.PopupEntity(Loc.GetString("zombie-alone"), num[0], num[0]);
|
2022-07-05 23:42:51 -04:00
|
|
|
if (percent >= 1) //oops, all zombies
|
|
|
|
|
_roundEndSystem.EndRound();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void OnStartAttempt(RoundStartAttemptEvent ev)
|
|
|
|
|
{
|
2022-07-10 18:48:41 -07:00
|
|
|
if (!RuleAdded)
|
2022-07-05 23:42:51 -04:00
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
var minPlayers = _cfg.GetCVar(CCVars.ZombieMinPlayers);
|
|
|
|
|
if (!ev.Forced && ev.Players.Length < minPlayers)
|
|
|
|
|
{
|
|
|
|
|
_chatManager.DispatchServerAnnouncement(Loc.GetString("zombie-not-enough-ready-players", ("readyPlayersCount", ev.Players.Length), ("minimumPlayers", minPlayers)));
|
|
|
|
|
ev.Cancel();
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (ev.Players.Length == 0)
|
|
|
|
|
{
|
|
|
|
|
_chatManager.DispatchServerAnnouncement(Loc.GetString("zombie-no-one-ready"));
|
|
|
|
|
ev.Cancel();
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2022-07-10 18:48:41 -07:00
|
|
|
public override void Started()
|
2022-07-05 23:42:51 -04:00
|
|
|
{
|
|
|
|
|
//this technically will run twice with zombies on roundstart, but it doesn't matter because it fails instantly
|
|
|
|
|
InfectInitialPlayers();
|
|
|
|
|
}
|
|
|
|
|
|
2022-07-10 18:48:41 -07:00
|
|
|
public override void Ended() { }
|
2022-07-05 23:42:51 -04:00
|
|
|
|
|
|
|
|
private void OnZombifySelf(EntityUid uid, ZombifyOnDeathComponent component, ZombifySelfActionEvent args)
|
|
|
|
|
{
|
|
|
|
|
_zombify.ZombifyEntity(uid);
|
|
|
|
|
|
|
|
|
|
var action = new InstantAction(_prototypeManager.Index<InstantActionPrototype>(ZombifySelfActionPrototype));
|
|
|
|
|
_action.RemoveAction(uid, action);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private float GetInfectedPercentage(out List<EntityUid> livingHumans)
|
|
|
|
|
{
|
Humanoid appearance refactor (#10882)
* initial commit
- species prototype modifications
- markings points as its own file
- shared humanoid component
* adds a tool to convert sprite accessories to markings (in go)
* removes a fmt call
* converts sprite accessory to markings
* adds hair and facial hair to marking categories
* multiple changes
- humanoid visualizer system
- markings modifications for visualizer
- modifications to shared humanoid component
- lays out a base for humanoid system
* hidden layers, ports some properties from appearance component, shrinks DefaultMarkings a little
* squishes the initialize event calls into one function
adds stuff to set species/skin color externally from a server message - currently laid out as if it a dirty call to a networked component, may be subject to change (server-side has not been implemented yet)
* makes the sprite pipeline more obvious
* apply all markings, hidden layer set replacement
* ensures that markings are cleared when the new set is applied
* starts refactoring markingsset (unfinished)
* more additions to the markingset api
* adds constructor logic to markingset
* adds a method to filter out markings in a set based on a given species
* fixes enumerators in markingset
* adds validator into MarkingSet, fixes ForwardMarkingEnumerator
* modifications to the humanoid visual system
* ensuredefault in markingset
* oop
* fixes up data keys, populates OnAppearanceChange in visualizer
* changes to humanoid component, markings
marking equality is now more strict, humanoidcomponent is now implemented for client as a child of sharedhumanoidcomponent
* markings are now applied the visualizer by diffing them
* base sprites are now applied to humanoids from humanoidvisualizer
* passes along base sprite settings to the marking application so that markings know to follow skin color/alpha or not (see: slimes)
* custom base layers on humanoids
* merges all data keys into one data class for humanoid visualizers
* setappearance in sharedhumanoidsystem, removes custombaselayercolors
* humanoidcomponent, system (empty) in server
* adds some basic public API functions to HumanoidSystem
* add marking, remove marking
* changes appearance MarkingsSet to a List<Marking>, adds listener for PlayerSpawnCompleteEvent in HumanoidSystem
* ensuredefaultmarkings, oninit for humanoids
* markingmanager API changes
* removes MarkingsSet
* LoadProfile, adjusts randomization in humanoid appearance to account for species
* base layer settings in humanoidsystem, eye color from profile
* rearranges files to centralize under Humanoid namespace
* more reorganization, deletes some stuff
gotta break stuff to make other things work, right?
goodbye SpriteAccessory...
* fixes a good chunk of server-side issues
still does not compile, yet
* singlemarkingpicker xaml layout
* singlemarkingpicker logic
* magic mirror window (varying pieces of it, mostly client-oriented)
* removes some imports, gives MagicMirror a BUI class (not filled in yet)
* populates magic mirror BUI functionality / window callbacks
* fixes up some errors in humanoidprofileeditor
* changes to SingleMarkingPicker
SingleMarkingPicker now accepts a List<Marking>, species, and total possible markings available in that marking category
* fixes up hair pickers on humanoid profile editor
* fixes the errors in markingpicker
* markingsystem is now gone
* fixes a bunch of build errors
* so that's why i did it like that
* namespace issues, adds robustxamlloader to singlemarkingpicker
* another robustxamlloader
* human, lizard sprites/points
* prototype fixes, deletion of old spriteaccessory
* component registration, fixes dwarf skin toning
no, 'ReptilianToned' does not exist
* removes component registration from abstract humanoid component
* visualizer data now cloneable
* serialize for visualizer key
* zero-count edge case
* missing semi-colon moment
* setspecies in humanoidsystem
* ensures that default markings, if empty, will cause ensuredefault to skip over that given category
* tryadd instead of add
* whoops
* diff and apply should properly apply markings now
* always ensure default, fixes double load for player spawning
* apply skin color now sets the skin color property in humanoidcomponent
* removes sprite from a few species prototypes
* sprite changes for specific base layers based on humanoid sex
* layer ordering fix, and a missing base layer should now disallow markings on that layer
* anymarking base layer, adds the right leg/foot for humans
* loading a profile will now clear all markings on that humanoid
* adds missing layers for humans
* separates species.yml into respective species prototype files
* ensures that if layer visibility was changed, all markings have to be reapplied
* server-side enforcement of hiding hair (and other head-related markings) when equipping things that hide hair
* slime fix, clothingsystem now dictates layer visibility server side
* sussy
* layer settings should now ensure a marking should match the skin tone
* whoops
* skincolor static class and functions in UI
* skin color validation in humanoidcharacterappearance
* markingpicker now shows only the markings for the selected category in used
* getter for slot in singlemarkingpicker now ensures slot is 0 if markings exists
* FilterSpecies no longer attempts to do removal while iterating
* expands for SingleMarkingPicker
* humanoid base dummy has blank layers now (and snout/tail/headside/headtop)
* fixes an issue with visualizer system if the marking count was different but the markings themselves were (somewhat) the same
* whoops
* adds edge case handlers for count differences in humanoid markings
* preview now loads profile instead of directly setting appearance
* moves marking set loading to update controls
* clones a marking set in markingpicker by using the deep clone constructor
* whoops (deep cloning a marking now copies the marking id)
* adds replace function for markingset
* points should now update after the markings are remove/added
* merging base layer sprites into a humanoid should now clear them before merging
* sets dirty range start to count only if the dirty range start was never set above 0
* fixes up some issues with singlemarkingpicker
* color selector sliders in single marking picker should now expand
* hair from hair pickers should now apply in profile loading (client-side)
* category in singlemarkingpicker now sets the private category variable
* slot selector should now populate
* single marking picker buttons now have text, also shows the category name over all user-clickable elements
* removes a comment
* removing hair slots now sets it to bald, defaults to zero used slots if current hair is bald on hair/facial hair
* random skin color, eye color
* populate colors now checks if the marking count is greater than zero in singlemarkingpicker
* hair/facial hair pickers now just get the first possible hair from the respective species list
* different approach to random skin color
* oh, that's why it wasn't working
* randomize everything now just updates every single control
* selecting a new marking in SingleMarkingPicker should attempt to copy over old colors, populate list now uses cache,
* markingmanager now uses OnlyWhitelisted to populate by category and species
* filterspecies now uses onlyWhitelist to filter markings based on whitelist or not
* oops
* ui fix for singlemarkingpicker, ensures that cache is not null if it is null when populatelist is called
* order of operations for the horizontal expand for add/remove
* hair pickers should now update when you add/remove the hair slot
* fixes variable naming error in character appearance
* loc string fix in singlemarkingpicker
* lizards, vox now have onlyWhitelist, vox restriction for hair/facialhairs
* having zero possible hairs should no longer cause an exception in randomization
* setting species should now update hair pickers
* ignore categories for marking picker
* and a clear as well for the category button
* places that functionality in its own function instead
* adds eye base sprite, vox now also have their own custom eye sprites
* loading a profile client-side should do FilterSpecies for markings now
* client-side load profile does filter species after adding in the hairs now
* magic mirror
* callbacks now call the callback instead of adding it on construct
* whoops
* in removemarking too
* adds missing synchronize calls
* comments out an updateinterface call in magic mirror
* magic mirror window title, minimum sizing
* fixes minsize, adds warning for players who try to set their hair for species that have no hair
* removes spaces in xaml
* namespace changes/organization
* whoopsie (merge conflicts)
* re-enables identity from humanoid component
* damagevisuals now uses the enum given to it instead of the layerstate given on that layer tied to the enum
* removes commas from json
* changes to visuals system so the change is consistent
* chest
* reptilian
* visualizer system now handles body sprite setting/coloration, similar to how characterappearance did it
not a big fan of this
* adds a check in applybasesprites
* adding/removing parts should now make them invisible on a humanoid
* body part removal/adding now enumerates over sublayers instead
* synchro now runs in bodycomponent startup
* parts instead of slots
* humanoidcompnent check
* switches from rsi to actualrsi
* removes all the body stuff (too slow)
* cleans up resolves from humanoid visualizer system
* merging sprites now checks if the base sprites have been modified or not (through things like species changes, or custom base sprite changes)
* not forgetting that one again
* merging now returns an actual dirty value
* replaces the sequenceequal with a more accurate solution
* permanent layers, layer visibility on add/remove part in body
* should send all hidden layers over now
* isdirty in visualizer system for base layers
* isdirty checks count as well
* ok, IsDirty should now set the base layers if the merged sprites are different
* equals override in HumanoidSpritePrototypes.cs
temporary until record prototypes :heck:
* makes fields readonly, equates IDs instead
* adds forced markings through marking picker
* forced in humanoidsystem api, ignorespecies in markingpicker
* marking bui
* makes that serializable as well
* ignore species/forced toggles now work
* adds icon to modifier verb, interface and keys to humanoid bases
* needs the actual enum value to open, no?
* makes the key the actual key
* actions now propagate upwards
* ignore species when set now repopulates markingpicker
* modifiable base layers in the markings window
* oops!
* layout changes
* info box should now appear
* adds ignorespecies for marking picker, collapsible for base layer section of appearance modification window
* collapsible layout moment
* if base layers have changed, all markings are now dirty (and if a base layer is missing, the marking is still 'applied' but it's now just invisible
* small change to marking visibility
* small changes to modifier UI
* markings now match skin on zombification
* zombie stuff
* makes the line edit in marking modifier window more obvious
* disables vox on round start
* horizontal expand on the single label in base layer modifiers
* humanoid profiles in prototypes
* randomhumanoidappearance won't work if the humanoid has a profile already stored
* removes unused code
* documentation in humanoidsystem server-side
* documentation in shared/client
* whoops
* converts accessory into marking in locale files (also adds marking loc string into single marking picker)
* be gone, shared humanoid appearance system from the last upstream merge
* species ignore on randomization (defaults to no ignored species)
* more upstream merge parts that bypassed any errors before merge
* addresses review (also just adds typeserializers in some places)
* submodule moment
* upstream merge issues
2022-09-22 15:19:00 -07:00
|
|
|
var allPlayers = EntityQuery<HumanoidComponent, MobStateComponent>(true);
|
2022-07-05 23:42:51 -04:00
|
|
|
var allZombers = GetEntityQuery<ZombieComponent>();
|
|
|
|
|
|
|
|
|
|
var totalPlayers = new List<EntityUid>();
|
|
|
|
|
var livingZombies = new List<EntityUid>();
|
|
|
|
|
|
|
|
|
|
livingHumans = new();
|
|
|
|
|
|
2022-08-29 22:35:19 -04:00
|
|
|
foreach (var (_, mob) in allPlayers)
|
2022-07-05 23:42:51 -04:00
|
|
|
{
|
2022-08-29 22:35:19 -04:00
|
|
|
if (_mobState.IsAlive(mob.Owner, mob))
|
2022-07-05 23:42:51 -04:00
|
|
|
{
|
2022-08-29 22:35:19 -04:00
|
|
|
totalPlayers.Add(mob.Owner);
|
2022-07-05 23:42:51 -04:00
|
|
|
|
2022-08-29 22:35:19 -04:00
|
|
|
if (allZombers.HasComponent(mob.Owner))
|
|
|
|
|
livingZombies.Add(mob.Owner);
|
2022-07-05 23:42:51 -04:00
|
|
|
else
|
2022-08-29 22:35:19 -04:00
|
|
|
livingHumans.Add(mob.Owner);
|
2022-07-05 23:42:51 -04:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return ((float) livingZombies.Count) / (float) totalPlayers.Count;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// Infects the first players with the passive zombie virus.
|
|
|
|
|
/// Also records their names for the end of round screen.
|
|
|
|
|
/// </summary>
|
|
|
|
|
/// <remarks>
|
|
|
|
|
/// The reason this code is written separately is to facilitate
|
|
|
|
|
/// allowing this gamemode to be started midround. As such, it doesn't need
|
|
|
|
|
/// any information besides just running.
|
|
|
|
|
/// </remarks>
|
|
|
|
|
private void InfectInitialPlayers()
|
|
|
|
|
{
|
|
|
|
|
var allPlayers = _playerManager.ServerSessions.ToList();
|
|
|
|
|
var playerList = new List<IPlayerSession>();
|
|
|
|
|
var prefList = new List<IPlayerSession>();
|
|
|
|
|
foreach (var player in allPlayers)
|
|
|
|
|
{
|
2022-10-30 20:05:21 -04:00
|
|
|
if (player.AttachedEntity != null && HasComp<DiseaseCarrierComponent>(player.AttachedEntity))
|
2022-07-05 23:42:51 -04:00
|
|
|
{
|
|
|
|
|
playerList.Add(player);
|
|
|
|
|
|
|
|
|
|
var pref = (HumanoidCharacterProfile) _prefs.GetPreferences(player.UserId).SelectedCharacter;
|
|
|
|
|
if (pref.AntagPreferences.Contains(PatientZeroPrototypeID))
|
|
|
|
|
prefList.Add(player);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (playerList.Count == 0)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
var playersPerInfected = _cfg.GetCVar(CCVars.ZombiePlayersPerInfected);
|
|
|
|
|
var maxInfected = _cfg.GetCVar(CCVars.ZombieMaxInitialInfected);
|
|
|
|
|
|
|
|
|
|
var numInfected = Math.Max(1,
|
|
|
|
|
(int) Math.Min(
|
|
|
|
|
Math.Floor((double) playerList.Count / playersPerInfected), maxInfected));
|
|
|
|
|
|
|
|
|
|
for (var i = 0; i < numInfected; i++)
|
|
|
|
|
{
|
|
|
|
|
IPlayerSession zombie;
|
|
|
|
|
if (prefList.Count == 0)
|
|
|
|
|
{
|
|
|
|
|
if (playerList.Count == 0)
|
|
|
|
|
{
|
|
|
|
|
Logger.InfoS("preset", "Insufficient number of players. stopping selection.");
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
zombie = _random.PickAndTake(playerList);
|
|
|
|
|
Logger.InfoS("preset", "Insufficient preferred patient 0, picking at random.");
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
zombie = _random.PickAndTake(prefList);
|
|
|
|
|
playerList.Remove(zombie);
|
|
|
|
|
Logger.InfoS("preset", "Selected a patient 0.");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var mind = zombie.Data.ContentData()?.Mind;
|
|
|
|
|
if (mind == null)
|
|
|
|
|
{
|
|
|
|
|
Logger.ErrorS("preset", "Failed getting mind for picked patient 0.");
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
DebugTools.AssertNotNull(mind.OwnedEntity);
|
|
|
|
|
|
|
|
|
|
mind.AddRole(new TraitorRole(mind, _prototypeManager.Index<AntagPrototype>(PatientZeroPrototypeID)));
|
|
|
|
|
|
|
|
|
|
var inCharacterName = string.Empty;
|
|
|
|
|
if (mind.OwnedEntity != null)
|
|
|
|
|
{
|
|
|
|
|
_diseaseSystem.TryAddDisease(mind.OwnedEntity.Value, InitialZombieVirusPrototype);
|
|
|
|
|
inCharacterName = MetaData(mind.OwnedEntity.Value).EntityName;
|
|
|
|
|
|
|
|
|
|
var action = new InstantAction(_prototypeManager.Index<InstantActionPrototype>(ZombifySelfActionPrototype));
|
|
|
|
|
_action.AddAction(mind.OwnedEntity.Value, action, null);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (mind.Session != null)
|
|
|
|
|
{
|
2022-10-18 19:59:09 +13:00
|
|
|
var message = Loc.GetString("zombie-patientzero-role-greeting");
|
|
|
|
|
var wrappedMessage = Loc.GetString("chat-manager-server-wrap-message", ("message", message));
|
2022-07-05 23:42:51 -04:00
|
|
|
|
|
|
|
|
//gets the names now in case the players leave.
|
2022-08-29 22:35:19 -04:00
|
|
|
//this gets unhappy if people with the same name get chose. Probably shouldn't happen.
|
|
|
|
|
_initialInfectedNames.Add(inCharacterName, mind.Session.Name);
|
2022-07-05 23:42:51 -04:00
|
|
|
|
|
|
|
|
// I went all the way to ChatManager.cs and all i got was this lousy T-shirt
|
2022-11-23 00:52:19 +13:00
|
|
|
// You got a free T-shirt!?!?
|
2022-10-18 19:59:09 +13:00
|
|
|
_chatManager.ChatMessageToOne(Shared.Chat.ChatChannel.Server, message,
|
|
|
|
|
wrappedMessage, default, false, mind.Session.ConnectedClient, Color.Plum);
|
2022-07-05 23:42:51 -04:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|