[Antag] Lone Ops (#14647)
* loneops event, prototype stuff, striker shuttle, and nukeops rule changes * newline * shuttle attributions * optimizations and tweaks * bugfix and mutually exclusive with nukeops * bugfix but better * fix nukie planet spawning when defaulting to extended * remove hypospray protection references * ghost_roles.yml edit thingy * remove .orig file
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@@ -26,6 +26,24 @@ public sealed class NukeopsRuleConfiguration : GameRuleConfiguration
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[DataField("maxOps")]
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public int MaxOperatives = 5;
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/// <summary>
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/// Whether or not all of the nuclear operatives dying will end the round. Used by LoneOpsSpawn event.
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/// </summary>
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[DataField("endsRound")]
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public bool EndsRound = true;
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/// <summary>
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/// Whether or not to spawn the nuclear operative outpost. Used by LoneOpsSpawn event.
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/// </summary>
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[DataField("spawnOutpost")]
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public bool SpawnOutpost = true;
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/// <summary>
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/// Whether or not loneops can spawn. Set to false if a normal nukeops round is occurring.
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/// </summary>
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[DataField("canLoneOpsSpawn")]
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public bool CanLoneOpsSpawn = true;
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[DataField("randomHumanoidSettings", customTypeSerializer: typeof(PrototypeIdSerializer<RandomHumanoidSettingsPrototype>))]
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public string RandomHumanoidSettingsPrototype = "NukeOp";
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@@ -234,6 +234,17 @@ public sealed class NukeopsRuleSystem : GameRuleSystem
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}
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}
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public void LoadLoneOpsConfig()
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{
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_nukeopsRuleConfig.SpawnOutpost = false;
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_nukeopsRuleConfig.EndsRound = false;
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}
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public bool CheckLoneOpsSpawn()
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{
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return _nukeopsRuleConfig.CanLoneOpsSpawn;
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}
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private void OnRoundStart()
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{
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// TODO: This needs to try and target a Nanotrasen station. At the very least,
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@@ -383,7 +394,7 @@ public sealed class NukeopsRuleSystem : GameRuleSystem
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private void CheckRoundShouldEnd()
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{
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if (!RuleAdded || RuleWinType == WinType.CrewMajor || RuleWinType == WinType.OpsMajor)
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if (!RuleAdded || !_nukeopsRuleConfig.EndsRound || RuleWinType == WinType.CrewMajor || RuleWinType == WinType.OpsMajor)
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return;
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// If there are any nuclear bombs that are active, immediately return. We're not over yet.
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@@ -456,6 +467,12 @@ public sealed class NukeopsRuleSystem : GameRuleSystem
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if (!RuleAdded)
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return;
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if (!SpawnMap())
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{
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Logger.InfoS("nukies", "Failed to load map for nukeops");
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return;
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}
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// Basically copied verbatim from traitor code
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var playersPerOperative = _nukeopsRuleConfig.PlayersPerOperative;
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var maxOperatives = _nukeopsRuleConfig.MaxOperatives;
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@@ -608,6 +625,11 @@ public sealed class NukeopsRuleSystem : GameRuleSystem
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if (_nukiePlanet != null)
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return true; // Map is already loaded.
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if (!_nukeopsRuleConfig.SpawnOutpost)
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return true;
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_nukeopsRuleConfig.CanLoneOpsSpawn = false;
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var path = _nukeopsRuleConfig.NukieOutpostMap;
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var shuttlePath = _nukeopsRuleConfig.NukieShuttleMap;
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if (path == null)
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@@ -785,6 +807,11 @@ public sealed class NukeopsRuleSystem : GameRuleSystem
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private void SpawnOperativesForGhostRoles()
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{
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if (!SpawnMap())
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{
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Logger.InfoS("nukies", "Failed to load map for nukeops");
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return;
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}
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// Basically copied verbatim from traitor code
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var playersPerOperative = _nukeopsRuleConfig.PlayersPerOperative;
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var maxOperatives = _nukeopsRuleConfig.MaxOperatives;
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@@ -855,13 +882,6 @@ public sealed class NukeopsRuleSystem : GameRuleSystem
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_operativeNames.Add(proto, new List<string>(_prototypeManager.Index<DatasetPrototype>(proto).Values));
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}
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if (!SpawnMap())
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{
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Logger.InfoS("nukies", "Failed to load map for nukeops");
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return;
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}
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// Add pre-existing nuke operatives to the credit list.
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var query = EntityQuery<NukeOperativeComponent, MindComponent>(true);
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foreach (var (_, mindComp) in query)
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@@ -876,5 +896,10 @@ public sealed class NukeopsRuleSystem : GameRuleSystem
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SpawnOperativesForGhostRoles();
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}
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public override void Ended() { }
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public override void Ended()
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{
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_nukeopsRuleConfig.EndsRound = true;
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_nukeopsRuleConfig.SpawnOutpost = true;
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_nukeopsRuleConfig.CanLoneOpsSpawn = true;
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}
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}
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44
Content.Server/StationEvents/Events/LoneOpsSpawn.cs
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44
Content.Server/StationEvents/Events/LoneOpsSpawn.cs
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@@ -0,0 +1,44 @@
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using Robust.Server.GameObjects;
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using Robust.Server.Maps;
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using Robust.Shared.Map;
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using Content.Server.GameTicking;
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using Robust.Shared.Prototypes;
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using Content.Server.GameTicking.Rules;
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namespace Content.Server.StationEvents.Events;
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public sealed class LoneOpsSpawn : StationEventSystem
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{
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly MapLoaderSystem _map = default!;
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[Dependency] private readonly GameTicker _gameTicker = default!;
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[Dependency] private readonly NukeopsRuleSystem _nukeopsRuleSystem = default!;
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public override string Prototype => "LoneOps";
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public const string LoneOpsShuttlePath = "Maps/Shuttles/striker.yml";
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public const string GameRuleProto = "Nukeops";
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public override void Started()
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{
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base.Started();
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if (!_nukeopsRuleSystem.CheckLoneOpsSpawn())
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return;
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var shuttleMap = _mapManager.CreateMap();
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var options = new MapLoadOptions()
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{
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LoadMap = true,
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};
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_map.TryLoad(shuttleMap, LoneOpsShuttlePath, out var grids, options);
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if (!_prototypeManager.TryIndex<GameRulePrototype>(GameRuleProto, out var ruleProto))
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return;
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_nukeopsRuleSystem.LoadLoneOpsConfig();
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_gameTicker.StartGameRule(ruleProto);
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}
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}
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