RespawnRuleSystem tweaks. (#28528)

This commit is contained in:
AJCM-git
2024-06-02 23:28:38 -04:00
committed by GitHub
parent 7ecff3e699
commit 509e3aedf7
5 changed files with 84 additions and 63 deletions

View File

@@ -1,4 +1,5 @@
using Content.Server.Chat.Managers;
using Content.Server.Database.Migrations.Postgres;
using Content.Server.GameTicking.Components;
using Content.Server.GameTicking.Rules.Components;
using Content.Server.Station.Systems;
@@ -34,38 +35,6 @@ public sealed class RespawnRuleSystem : GameRuleSystem<RespawnDeadRuleComponent>
SubscribeLocalEvent<MobStateChangedEvent>(OnMobStateChanged);
}
private void OnSuicide(SuicideEvent ev)
{
if (!TryComp<ActorComponent>(ev.Victim, out var actor))
return;
var query = EntityQueryEnumerator<RespawnTrackerComponent>();
while (query.MoveNext(out _, out var respawn))
{
if (respawn.Players.Remove(actor.PlayerSession.UserId))
QueueDel(ev.Victim);
}
}
private void OnMobStateChanged(MobStateChangedEvent args)
{
if (args.NewMobState == MobState.Alive)
return;
if (!TryComp<ActorComponent>(args.Target, out var actor))
return;
var query = EntityQueryEnumerator<RespawnDeadRuleComponent, GameRuleComponent>();
while (query.MoveNext(out var uid, out _, out var rule))
{
if (!GameTicker.IsGameRuleActive(uid, rule))
continue;
if (RespawnPlayer(args.Target, uid, actor: actor))
break;
}
}
public override void Update(float frameTime)
{
base.Update(frameTime);
@@ -75,8 +44,7 @@ public sealed class RespawnRuleSystem : GameRuleSystem<RespawnDeadRuleComponent>
foreach (var tracker in EntityQuery<RespawnTrackerComponent>())
{
var queue = new Dictionary<NetUserId, TimeSpan>(tracker.RespawnQueue);
foreach (var (player, time) in queue)
foreach (var (player, time) in tracker.RespawnQueue)
{
if (_timing.CurTime < time)
continue;
@@ -92,53 +60,84 @@ public sealed class RespawnRuleSystem : GameRuleSystem<RespawnDeadRuleComponent>
}
}
/// <summary>
/// Adds a given player to the respawn tracker, ensuring that they are respawned if they die.
/// </summary>
public void AddToTracker(EntityUid player, EntityUid tracker, RespawnTrackerComponent? component = null, ActorComponent? actor = null)
private void OnSuicide(SuicideEvent ev)
{
if (!Resolve(tracker, ref component) || !Resolve(player, ref actor, false))
return;
if (!TryComp<ActorComponent>(ev.Victim, out var actor))
return;
AddToTracker(actor.PlayerSession.UserId, tracker, component);
var query = EntityQueryEnumerator<RespawnTrackerComponent>();
while (query.MoveNext(out _, out var respawn))
{
if (respawn.Players.Remove(actor.PlayerSession.UserId))
QueueDel(ev.Victim);
}
}
/// <summary>
/// Adds a given player to the respawn tracker, ensuring that they are respawned if they die.
/// </summary>
public void AddToTracker(NetUserId id, EntityUid tracker, RespawnTrackerComponent? component = null)
private void OnMobStateChanged(MobStateChangedEvent args)
{
if (!Resolve(tracker, ref component))
if (args.NewMobState != MobState.Dead)
return;
component.Players.Add(id);
if (!TryComp<ActorComponent>(args.Target, out var actor))
return;
var query = EntityQueryEnumerator<RespawnDeadRuleComponent, RespawnTrackerComponent, GameRuleComponent>();
while (query.MoveNext(out var uid, out var respawnRule, out var tracker, out var rule))
{
if (!GameTicker.IsGameRuleActive(uid, rule))
continue;
if (respawnRule.AlwaysRespawnDead)
AddToTracker(actor.PlayerSession.UserId, (uid, tracker));
if (RespawnPlayer((args.Target, actor), (uid, tracker)))
break;
}
}
/// <summary>
/// Attempts to directly respawn a player, skipping the lobby screen.
/// </summary>
public bool RespawnPlayer(EntityUid player, EntityUid respawnTracker, RespawnTrackerComponent? component = null, ActorComponent? actor = null)
public bool RespawnPlayer(Entity<ActorComponent> player, Entity<RespawnTrackerComponent> respawnTracker)
{
if (!Resolve(respawnTracker, ref component) || !Resolve(player, ref actor, false))
if (!respawnTracker.Comp.Players.Contains(player.Comp.PlayerSession.UserId) || respawnTracker.Comp.RespawnQueue.ContainsKey(player.Comp.PlayerSession.UserId))
return false;
if (!component.Players.Contains(actor.PlayerSession.UserId) || component.RespawnQueue.ContainsKey(actor.PlayerSession.UserId))
return false;
if (component.RespawnDelay == TimeSpan.Zero)
if (respawnTracker.Comp.RespawnDelay == TimeSpan.Zero)
{
if (_station.GetStations().FirstOrNull() is not { } station)
return false;
QueueDel(player);
GameTicker.MakeJoinGame(actor.PlayerSession, station, silent: true);
if (respawnTracker.Comp.DeleteBody)
QueueDel(player);
GameTicker.MakeJoinGame(player.Comp.PlayerSession, station, silent: true);
return false;
}
var msg = Loc.GetString("rule-respawn-in-seconds", ("second", component.RespawnDelay.TotalSeconds));
var msg = Loc.GetString("rule-respawn-in-seconds", ("second", respawnTracker.Comp.RespawnDelay.TotalSeconds));
var wrappedMsg = Loc.GetString("chat-manager-server-wrap-message", ("message", msg));
_chatManager.ChatMessageToOne(ChatChannel.Server, msg, wrappedMsg, respawnTracker, false, actor.PlayerSession.Channel, Color.LimeGreen);
component.RespawnQueue[actor.PlayerSession.UserId] = _timing.CurTime + component.RespawnDelay;
_chatManager.ChatMessageToOne(ChatChannel.Server, msg, wrappedMsg, respawnTracker, false, player.Comp.PlayerSession.Channel, Color.LimeGreen);
respawnTracker.Comp.RespawnQueue[player.Comp.PlayerSession.UserId] = _timing.CurTime + respawnTracker.Comp.RespawnDelay;
return true;
}
/// <summary>
/// Adds a given player to the respawn tracker, ensuring that they are respawned if they die.
/// </summary>
public void AddToTracker(Entity<ActorComponent?> player, Entity<RespawnTrackerComponent?> respawnTracker)
{
if (!Resolve(respawnTracker, ref respawnTracker.Comp) || !Resolve(player, ref player.Comp, false))
return;
AddToTracker(player.Comp.PlayerSession.UserId, (respawnTracker, respawnTracker.Comp));
}
/// <summary>
/// Adds a given player to the respawn tracker, ensuring that they are respawned if they die.
/// </summary>
public void AddToTracker(NetUserId id, Entity<RespawnTrackerComponent> tracker)
{
tracker.Comp.Players.Add(id);
}
}