diff --git a/Content.Server/GameTicking/Rules/NukeopsRuleSystem.cs b/Content.Server/GameTicking/Rules/NukeopsRuleSystem.cs
index b9de9e8aa1..ce0e9ecc15 100644
--- a/Content.Server/GameTicking/Rules/NukeopsRuleSystem.cs
+++ b/Content.Server/GameTicking/Rules/NukeopsRuleSystem.cs
@@ -1,7 +1,6 @@
using System.Linq;
using Content.Server.CharacterAppearance.Components;
using Content.Server.Chat.Managers;
-using Content.Server.GameTicking.Rules.Components;
using Content.Server.GameTicking.Rules.Configurations;
using Content.Server.Ghost.Roles.Components;
using Content.Server.Ghost.Roles.Events;
@@ -24,10 +23,16 @@ using Robust.Shared.Utility;
using Content.Server.Traitor;
using Content.Shared.MobState.Components;
using System.Data;
+using Content.Server.GameTicking.Rules.Components;
+using Content.Server.Station.Components;
+using Content.Shared.Chat;
+using Content.Shared.Nuke;
+using Robust.Server.GameObjects;
using Content.Server.NPC.Components;
using Content.Server.NPC.Systems;
using Content.Server.Traitor.Uplink;
using Robust.Shared.Audio;
+using Robust.Shared.Configuration;
using Robust.Shared.Player;
namespace Content.Server.GameTicking.Rules;
@@ -36,19 +41,67 @@ public sealed class NukeopsRuleSystem : 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 IMapLoader _mapLoader = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly StationSpawningSystem _stationSpawningSystem = default!;
+ [Dependency] private readonly StationSystem _stationSystem = default!;
+ [Dependency] private readonly ShuttleSystem _shuttleSystem = default!;
[Dependency] private readonly RoundEndSystem _roundEndSystem = default!;
[Dependency] private readonly IPlayerManager _playerSystem = default!;
[Dependency] private readonly SharedAudioSystem _audioSystem = default!;
- private bool _opsWon;
+
+ private enum WinType
+ {
+ ///
+ /// Operative major win. This means they nuked the station.
+ ///
+ OpsMajor,
+ ///
+ /// Minor win. All nukies were alive at the end of the round.
+ /// Alternatively, some nukies were alive, but the disk was left behind.
+ ///
+ OpsMinor,
+ ///
+ /// Neutral win. The nuke exploded, but on the wrong station.
+ ///
+ Neutral,
+ ///
+ /// Crew minor win. The nuclear authentication disk escaped on the shuttle,
+ /// but some nukies were alive.
+ ///
+ CrewMinor,
+ ///
+ /// Crew major win. This means they either killed all nukies,
+ /// or the bomb exploded too far away from the station, or on the nukie moon.
+ ///
+ CrewMajor
+ }
+
+ private enum WinCondition
+ {
+ NukeExplodedOnCorrectStation,
+ NukeExplodedOnNukieOutpost,
+ NukeExplodedOnIncorrectLocation,
+ NukeActiveInStation,
+ NukeActiveAtCentCom,
+ NukeDiskOnCentCom,
+ NukeDiskNotOnCentCom,
+ NukiesAbandoned,
+ AllNukiesDead,
+ SomeNukiesAlive,
+ AllNukiesAlive
+ }
+
+ private WinType _winType = WinType.Neutral;
+ private List _winConditions = new ();
private MapId? _nukiePlanet;
private EntityUid? _nukieOutpost;
private EntityUid? _nukieShuttle;
+ private EntityUid? _targetStation;
public override string Prototype => "Nukeops";
@@ -84,6 +137,8 @@ public sealed class NukeopsRuleSystem : GameRuleSystem
SubscribeLocalEvent(OnMobStateChanged);
SubscribeLocalEvent(OnRoundEndText);
SubscribeLocalEvent(OnNukeExploded);
+ SubscribeLocalEvent(OnRunLevelChanged);
+ SubscribeLocalEvent(OnNukeDisarm);
SubscribeLocalEvent(OnPlayersGhostSpawning);
SubscribeLocalEvent(OnMindAdded);
SubscribeLocalEvent(OnComponentInit);
@@ -111,16 +166,189 @@ public sealed class NukeopsRuleSystem : GameRuleSystem
if (!RuleAdded)
return;
- _opsWon = true;
+ if (ev.OwningStation != null)
+ {
+ if (ev.OwningStation == _nukieOutpost)
+ {
+ _winType = WinType.CrewMajor;
+ _winConditions.Add(WinCondition.NukeExplodedOnNukieOutpost);
+ }
+ else
+ {
+ if (TryComp(_targetStation, out StationDataComponent? data))
+ {
+ foreach (var grid in data.Grids)
+ {
+ if (grid != ev.OwningStation)
+ {
+ continue;
+ }
+
+ _winType = WinType.OpsMajor;
+ _winConditions.Add(WinCondition.NukeExplodedOnCorrectStation);
+ return;
+ }
+ }
+
+ _winConditions.Add(WinCondition.NukeExplodedOnIncorrectLocation);
+ }
+ }
+ else
+ {
+ _winConditions.Add(WinCondition.NukeExplodedOnIncorrectLocation);
+ }
+
_roundEndSystem.EndRound();
}
+ private void OnRunLevelChanged(GameRunLevelChangedEvent ev)
+ {
+ switch (ev.New)
+ {
+ case GameRunLevel.InRound:
+ OnRoundStart();
+ break;
+ case GameRunLevel.PostRound:
+ OnRoundEnd();
+ break;
+ }
+ }
+
+ private void OnRoundStart()
+ {
+ // TODO: This needs to try and target a Nanotrasen station. At the very least,
+ // we can only currently guarantee that NT stations are the only station to
+ // exist in the base game.
+
+ _targetStation = _stationSystem.Stations.FirstOrNull();
+
+ if (_targetStation == null)
+ {
+ return;
+ }
+
+ foreach (var nukie in EntityQuery())
+ {
+ if (!TryComp(nukie.Owner, out var actor))
+ {
+ continue;
+ }
+
+ _chatManager.DispatchServerMessage(actor.PlayerSession, Loc.GetString("nukeops-welcome", ("station", _targetStation.Value)));
+ }
+ }
+
+ private void OnRoundEnd()
+ {
+ // If the win condition was set to operative/crew major win, ignore.
+ if (_winType == WinType.OpsMajor || _winType == WinType.CrewMajor)
+ {
+ return;
+ }
+
+ foreach (var (nuke, nukeTransform) in EntityManager.EntityQuery(true))
+ {
+ if (nuke.Status != NukeStatus.ARMED)
+ {
+ continue;
+ }
+
+ // UH OH
+ if (nukeTransform.MapID == _shuttleSystem.CentComMap)
+ {
+ _winType = WinType.OpsMajor;
+ _winConditions.Add(WinCondition.NukeActiveAtCentCom);
+ return;
+ }
+
+ if (nukeTransform.GridUid == null || _targetStation == null)
+ {
+ continue;
+ }
+
+ if (!TryComp(_targetStation.Value, out StationDataComponent? data))
+ {
+ continue;
+ }
+
+ foreach (var grid in data.Grids)
+ {
+ if (grid != nukeTransform.GridUid)
+ {
+ continue;
+ }
+
+ _winType = WinType.OpsMajor;
+ _winConditions.Add(WinCondition.NukeActiveInStation);
+ return;
+ }
+ }
+
+ var allAlive = true;
+ foreach (var (_, state) in EntityQuery())
+ {
+ if (state.CurrentState is DamageState.Alive)
+ {
+ continue;
+ }
+
+ allAlive = false;
+ break;
+ }
+ // If all nuke ops were alive at the end of the round,
+ // the nuke ops win. This is to prevent people from
+ // running away the moment nuke ops appear.
+ if (allAlive)
+ {
+ _winType = WinType.OpsMinor;
+ _winConditions.Add(WinCondition.AllNukiesAlive);
+ return;
+ }
+
+ _winConditions.Add(WinCondition.SomeNukiesAlive);
+
+ var diskAtCentCom = false;
+ foreach (var (comp, transform) in EntityManager.EntityQuery())
+ {
+ var diskMapId = transform.MapID;
+ diskAtCentCom = _shuttleSystem.CentComMap == diskMapId;
+
+ // TODO: The target station should be stored, and the nuke disk should store its original station.
+ // This is fine for now, because we can assume a single station in base SS14.
+ break;
+ }
+
+ // If the disk is currently at Central Command, the crew wins - just slightly.
+ // This also implies that some nuclear operatives have died.
+ if (diskAtCentCom)
+ {
+ _winType = WinType.CrewMinor;
+ _winConditions.Add(WinCondition.NukeDiskOnCentCom);
+ }
+ // Otherwise, the nuke ops win.
+ else
+ {
+ _winType = WinType.OpsMinor;
+ _winConditions.Add(WinCondition.NukeDiskNotOnCentCom);
+ }
+ }
+
private void OnRoundEndText(RoundEndTextAppendEvent ev)
{
if (!RuleAdded)
return;
- ev.AddLine(_opsWon ? Loc.GetString("nukeops-ops-won") : Loc.GetString("nukeops-crew-won"));
+ var winText = Loc.GetString($"nukeops-{_winType.ToString().ToLower()}");
+
+ ev.AddLine(winText);
+
+ foreach (var cond in _winConditions)
+ {
+ var text = Loc.GetString($"nukeops-cond-{cond.ToString().ToLower()}");
+
+ ev.AddLine(text);
+ }
+
ev.AddLine(Loc.GetString("nukeops-list-start"));
foreach (var nukeop in _operativePlayers)
{
@@ -133,29 +361,67 @@ public sealed class NukeopsRuleSystem : GameRuleSystem
if (!RuleAdded)
return;
+ // If there are any nuclear bombs that are active, immediately return. We're not over yet.
+ foreach (var nuke in EntityQuery())
+ {
+ if (nuke.Status == NukeStatus.ARMED)
+ {
+ return;
+ }
+ }
+
MapId? shuttleMapId = EntityManager.EntityExists(_nukieShuttle)
? Transform(_nukieShuttle!.Value).MapID
: null;
- // Check if there are nuke operatives still alive on the same map as the shuttle.
+ MapId? targetStationMap = null;
+ if (_targetStation != null && TryComp(_targetStation, out StationDataComponent? data))
+ {
+ var grid = data.Grids.FirstOrNull();
+ targetStationMap = grid != null
+ ? Transform(grid.Value).MapID
+ : null;
+ }
+
+ // Check if there are nuke operatives still alive on the same map as the shuttle,
+ // or on the same map as the station.
// If there are, the round can continue.
var operatives = EntityQuery(true);
var operativesAlive = operatives
- .Where(ent => ent.Item3.MapID == shuttleMapId)
+ .Where(ent =>
+ ent.Item3.MapID == shuttleMapId
+ || ent.Item3.MapID == targetStationMap)
.Any(ent => ent.Item2.CurrentState == DamageState.Alive && ent.Item1.Running);
if (operativesAlive)
- return; // There are living operatives than can access the shuttle.
+ return; // There are living operatives than can access the shuttle, or are still on the station's map.
+
+ _winType = WinType.CrewMajor;
// Check that there are spawns available and that they can access the shuttle.
var spawnsAvailable = EntityQuery(true).Any();
if (spawnsAvailable && shuttleMapId == _nukiePlanet)
return; // Ghost spawns can still access the shuttle. Continue the round.
- // The shuttle is inaccessible to both living nuke operatives and yet to spawn nuke operatives.
+ // The shuttle is inaccessible to both living nuke operatives and yet to spawn nuke operatives,
+ // and there are no nuclear operatives on the target station's map.
+ if (spawnsAvailable)
+ {
+ _winConditions.Add(WinCondition.NukiesAbandoned);
+ }
+ else
+ {
+ _winConditions.Add(WinCondition.AllNukiesDead);
+ }
+
_roundEndSystem.EndRound();
}
+ private void OnNukeDisarm(NukeDisarmSuccessEvent ev)
+ {
+ CheckRoundShouldEnd();
+ }
+
private void OnMobStateChanged(EntityUid uid, NukeOperativeComponent component, MobStateChangedEvent ev)
{
if(ev.CurrentMobState == DamageState.Dead)
@@ -299,6 +565,9 @@ public sealed class NukeopsRuleSystem : GameRuleSystem
if (_nukeopsRuleConfig.GreetSound != null)
_audioSystem.PlayGlobal(_nukeopsRuleConfig.GreetSound, Filter.Empty().AddPlayer(playerSession), AudioParams.Default);
+
+ if (_targetStation != null && !string.IsNullOrEmpty(Name(_targetStation.Value)))
+ _chatManager.DispatchServerMessage(playerSession, Loc.GetString("nukeops-welcome", ("station", _targetStation.Value)));
}
private bool SpawnMap()
@@ -490,10 +759,12 @@ public sealed class NukeopsRuleSystem : GameRuleSystem
private void OnStartAttempt(RoundStartAttemptEvent ev)
{
- if (!RuleAdded)
+ if (!RuleAdded || Configuration is not NukeopsRuleConfiguration nukeOpsConfig)
return;
- var minPlayers = _nukeopsRuleConfig.MinPlayers;
+ _nukeopsRuleConfig = nukeOpsConfig;
+
+ var minPlayers = nukeOpsConfig.MinPlayers;
if (!ev.Forced && ev.Players.Length < minPlayers)
{
_chatManager.DispatchServerAnnouncement(Loc.GetString("nukeops-not-enough-ready-players", ("readyPlayersCount", ev.Players.Length), ("minimumPlayers", minPlayers)));
@@ -510,7 +781,8 @@ public sealed class NukeopsRuleSystem : GameRuleSystem
public override void Started()
{
- _opsWon = false;
+ _winType = WinType.Neutral;
+ _winConditions.Clear();
_nukieOutpost = null;
_nukiePlanet = null;
@@ -519,9 +791,6 @@ public sealed class NukeopsRuleSystem : GameRuleSystem
_operativeMindPendingData.Clear();
_operativePlayers.Clear();
- if (Configuration is not NukeopsRuleConfiguration)
- return;
-
// TODO: Loot table or something
foreach (var proto in new[]
{
diff --git a/Content.Server/Nuke/NukeSystem.cs b/Content.Server/Nuke/NukeSystem.cs
index df0b3d1b7a..df45d49edb 100644
--- a/Content.Server/Nuke/NukeSystem.cs
+++ b/Content.Server/Nuke/NukeSystem.cs
@@ -519,7 +519,10 @@ namespace Content.Server.Nuke
component.IntensitySlope,
component.MaxIntensity);
- RaiseLocalEvent(new NukeExplodedEvent());
+ RaiseLocalEvent(new NukeExplodedEvent()
+ {
+ OwningStation = transform.GridUid,
+ });
_soundSystem.StopStationEventMusic(component.Owner, StationEventMusicType.Nuke);
EntityManager.DeleteEntity(uid);
@@ -546,6 +549,7 @@ namespace Content.Server.Nuke
{
TargetCancelledEvent = new NukeDisarmCancelledEvent(),
TargetFinishedEvent = new NukeDisarmSuccessEvent(),
+ BroadcastFinishedEvent = new NukeDisarmSuccessEvent(),
BreakOnDamage = true,
BreakOnStun = true,
BreakOnTargetMove = true,
@@ -570,7 +574,10 @@ namespace Content.Server.Nuke
}
}
- public sealed class NukeExplodedEvent : EntityEventArgs {}
+ public sealed class NukeExplodedEvent : EntityEventArgs
+ {
+ public EntityUid? OwningStation;
+ }
///
/// Raised directed on the nuke when its disarm doafter is successful.
diff --git a/Content.Server/Shuttles/Systems/ShuttleSystem.EmergencyConsole.cs b/Content.Server/Shuttles/Systems/ShuttleSystem.EmergencyConsole.cs
index 66825ed090..a1fe65824c 100644
--- a/Content.Server/Shuttles/Systems/ShuttleSystem.EmergencyConsole.cs
+++ b/Content.Server/Shuttles/Systems/ShuttleSystem.EmergencyConsole.cs
@@ -136,24 +136,24 @@ public sealed partial class ShuttleSystem
{
_launchedShuttles = true;
- if (_centComMap != null)
+ if (CentComMap != null)
{
foreach (var comp in EntityQuery(true))
{
if (!TryComp(comp.EmergencyShuttle, out var shuttle)) continue;
- if (Deleted(_centCom))
+ if (Deleted(CentCom))
{
// TODO: Need to get non-overlapping positions.
FTLTravel(shuttle,
new EntityCoordinates(
- _mapManager.GetMapEntityId(_centComMap.Value),
+ _mapManager.GetMapEntityId(CentComMap.Value),
Vector2.One * 1000f), _consoleAccumulator, TransitTime);
}
else
{
FTLTravel(shuttle,
- _centCom.Value, _consoleAccumulator, TransitTime, dock: true);
+ CentCom.Value, _consoleAccumulator, TransitTime, dock: true);
}
}
}
@@ -169,8 +169,8 @@ public sealed partial class ShuttleSystem
Timer.Spawn((int) (TransitTime * 1000) + _bufferTime.Milliseconds, () => _roundEnd.EndRound(), _roundEndCancelToken.Token);
// Guarantees that emergency shuttle arrives first before anyone else can FTL.
- if (_centCom != null)
- AddFTLDestination(_centCom.Value, true);
+ if (CentCom != null)
+ AddFTLDestination(CentCom.Value, true);
}
}
diff --git a/Content.Server/Shuttles/Systems/ShuttleSystem.EmergencyShuttle.cs b/Content.Server/Shuttles/Systems/ShuttleSystem.EmergencyShuttle.cs
index 43885e6151..5a5f154656 100644
--- a/Content.Server/Shuttles/Systems/ShuttleSystem.EmergencyShuttle.cs
+++ b/Content.Server/Shuttles/Systems/ShuttleSystem.EmergencyShuttle.cs
@@ -38,8 +38,8 @@ public sealed partial class ShuttleSystem
[Dependency] private readonly DockingSystem _dockSystem = default!;
[Dependency] private readonly StationSystem _station = default!;
- private MapId? _centComMap;
- private EntityUid? _centCom;
+ public MapId? CentComMap { get; private set; }
+ public EntityUid? CentCom { get; private set; }
///
/// Used for multiple shuttle spawn offsets.
@@ -367,8 +367,8 @@ public sealed partial class ShuttleSystem
_consoleAccumulator = _configManager.GetCVar(CCVars.EmergencyShuttleDockTime);
EmergencyShuttleArrived = true;
- if (_centComMap != null)
- _mapManager.SetMapPaused(_centComMap.Value, false);
+ if (CentComMap != null)
+ _mapManager.SetMapPaused(CentComMap.Value, false);
foreach (var comp in EntityQuery(true))
{
@@ -394,21 +394,21 @@ public sealed partial class ShuttleSystem
private void SetupEmergencyShuttle()
{
- if (!_emergencyShuttleEnabled || _centComMap != null && _mapManager.MapExists(_centComMap.Value)) return;
+ if (!_emergencyShuttleEnabled || CentComMap != null && _mapManager.MapExists(CentComMap.Value)) return;
- _centComMap = _mapManager.CreateMap();
- _mapManager.SetMapPaused(_centComMap.Value, true);
+ CentComMap = _mapManager.CreateMap();
+ _mapManager.SetMapPaused(CentComMap.Value, true);
// Load CentCom
var centComPath = _configManager.GetCVar(CCVars.CentcommMap);
if (!string.IsNullOrEmpty(centComPath))
{
- var (_, centcomm) = _loader.LoadGrid(_centComMap.Value, "/Maps/centcomm.yml");
- _centCom = centcomm;
+ var (_, centcomm) = _loader.LoadGrid(CentComMap.Value, "/Maps/centcomm.yml");
+ CentCom = centcomm;
- if (_centCom != null)
- AddFTLDestination(_centCom.Value, false);
+ if (CentCom != null)
+ AddFTLDestination(CentCom.Value, false);
}
else
{
@@ -423,10 +423,10 @@ public sealed partial class ShuttleSystem
private void AddEmergencyShuttle(StationDataComponent component)
{
- if (!_emergencyShuttleEnabled || _centComMap == null || component.EmergencyShuttle != null) return;
+ if (!_emergencyShuttleEnabled || CentComMap == null || component.EmergencyShuttle != null) return;
// Load escape shuttle
- var (_, shuttle) = _loader.LoadGrid(_centComMap.Value, component.EmergencyShuttlePath.ToString(), new MapLoadOptions()
+ var (_, shuttle) = _loader.LoadGrid(CentComMap.Value, component.EmergencyShuttlePath.ToString(), new MapLoadOptions()
{
// Should be far enough... right? I'm too lazy to bounds check CentCom rn.
Offset = new Vector2(500f + _shuttleIndex, 0f)
@@ -452,13 +452,13 @@ public sealed partial class ShuttleSystem
_shuttleIndex = 0f;
- if (_centComMap == null || !_mapManager.MapExists(_centComMap.Value))
+ if (CentComMap == null || !_mapManager.MapExists(CentComMap.Value))
{
- _centComMap = null;
+ CentComMap = null;
return;
}
- _mapManager.DeleteMap(_centComMap.Value);
+ _mapManager.DeleteMap(CentComMap.Value);
}
///
diff --git a/Resources/Locale/en-US/game-ticking/game-presets/preset-nukeops.ftl b/Resources/Locale/en-US/game-ticking/game-presets/preset-nukeops.ftl
index 3ad35d7b25..4becfeef9d 100644
--- a/Resources/Locale/en-US/game-ticking/game-presets/preset-nukeops.ftl
+++ b/Resources/Locale/en-US/game-ticking/game-presets/preset-nukeops.ftl
@@ -1,8 +1,26 @@
nukeops-title = Nuclear Operatives
nukeops-description = Nuclear operatives have targeted the station. Try to keep them from arming and detonating the nuke by protecting the nuke disk!
-nukeops-ops-won = The nuke exploded. The nuclear operatives were successful!
-nukeops-crew-won = The crew managed to defeat the nuclear operatives.
+nukeops-welcome = You are a nuclear operative. Your goal is to blow up {$station}, and ensure that it is nothing but a pile of rubble. Your bosses, the Syndicate, have provided you with the tools you'll need for the task.
+
+nukeops-opsmajor = Syndicate major victory!
+nukeops-opsminor = Syndicate minor victory!
+nukeops-neutral = Neutral outcome!
+nukeops-crewminor = Crew minor victory!
+nukeops-crewmajor = Crew major victory!
+
+nukeops-cond-nukeexplodedoncorrectstation = The nuclear operatives managed to blow up the station.
+nukeops-cond-nukeexplodedonnukieoutpost = The nuclear operative outpost was destroyed by a nuclear blast.
+nukeops-cond-nukeexplodedonincorrectlocation = The nuclear bomb was detonated off-station.
+nukeops-cond-nukeactiveinstation = The nuclear bomb was left armed on-station.
+nukeops-cond-nukeactiveatcentcom = The nuclear bomb was delivered to Central Command!
+nukeops-cond-nukediskoncentcom = The crew escaped with the nuclear authentication disk.
+nukeops-cond-nukedisknotoncentcom = The crew left the nuclear authentication disk behind.
+nukeops-cond-nukiesabandoned = The nuclear operatives were abandoned.
+nukeops-cond-allnukiesdead = All nuclear operatives have died.
+nukeops-cond-somenukiesalive = Some nuclear operatives died.
+nukeops-cond-allnukiesalive = No nuclear operatives died.
+
nukeops-list-start = The nuke ops were:
nukeops-not-enough-ready-players = Not enough players readied up for the game! There were {$readyPlayersCount} players readied up out of {$minimumPlayers} needed. Can't start Nukeops.
nukeops-no-one-ready = No players readied up! Can't start Nukeops.