* pac * to settings * ensuuure me princess * Update Content.Server/GameTicking/Rules/Components/ThiefRuleComponent.cs Co-authored-by: faint <46868845+ficcialfaint@users.noreply.github.com> * Update Content.Server/GameTicking/Rules/ThiefRuleSystem.cs Co-authored-by: faint <46868845+ficcialfaint@users.noreply.github.com> --------- Co-authored-by: faint <46868845+ficcialfaint@users.noreply.github.com>
200 lines
7.2 KiB
C#
200 lines
7.2 KiB
C#
using Content.Server.Chat.Managers;
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using Content.Server.GameTicking.Rules.Components;
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using Content.Server.Mind;
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using Content.Server.Objectives;
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using Content.Server.Shuttles.Components;
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using Content.Server.Roles;
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using Content.Shared.Mind;
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using Content.Shared.Objectives.Components;
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using Content.Shared.Preferences;
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using Content.Shared.Roles;
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using Content.Shared.Roles.Jobs;
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using Robust.Shared.Player;
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using Robust.Shared.Random;
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using Robust.Shared.Prototypes;
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using System.Linq;
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using Content.Shared.Humanoid;
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using Content.Server.Antag;
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using Robust.Server.Audio;
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using Content.Shared.CombatMode.Pacification;
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namespace Content.Server.GameTicking.Rules;
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public sealed class ThiefRuleSystem : GameRuleSystem<ThiefRuleComponent>
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{
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[Dependency] private readonly IChatManager _chatManager = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly AntagSelectionSystem _antagSelection = default!;
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[Dependency] private readonly AudioSystem _audio = default!;
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[Dependency] private readonly MindSystem _mindSystem = default!;
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[Dependency] private readonly SharedRoleSystem _roleSystem = default!;
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[Dependency] private readonly SharedJobSystem _jobs = default!;
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[Dependency] private readonly ObjectivesSystem _objectives = default!;
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const string bigObjectiveGroup = "ThiefBigObjectiveGroups";
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const string smallObjectiveGroup = "ThiefObjectiveGroups";
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const string escapeObjectiveGroup = "ThiefEscapeObjectiveGroups";
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private const float BigObjectiveChance = 0.7f;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<RulePlayerJobsAssignedEvent>(OnPlayersSpawned);
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SubscribeLocalEvent<ThiefRoleComponent, GetBriefingEvent>(OnGetBriefing);
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SubscribeLocalEvent<ThiefRuleComponent, ObjectivesTextGetInfoEvent>(OnObjectivesTextGetInfo);
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}
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private void OnPlayersSpawned(RulePlayerJobsAssignedEvent ev)
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{
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var query = EntityQueryEnumerator<ThiefRuleComponent, GameRuleComponent>();
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while (query.MoveNext(out var uid, out var thief, out var gameRule))
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{
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//Chance to not lauch gamerule
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if (!_random.Prob(thief.RuleChance))
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{
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RemComp<ThiefRuleComponent>(uid);
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continue;
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}
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if (!GameTicker.IsGameRuleAdded(uid, gameRule))
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continue;
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foreach (var player in ev.Players)
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{
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if (!ev.Profiles.ContainsKey(player.UserId))
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continue;
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thief.StartCandidates[player] = ev.Profiles[player.UserId];
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}
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DoThiefStart(thief);
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}
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}
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private void DoThiefStart(ThiefRuleComponent component)
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{
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if (!component.StartCandidates.Any())
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{
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Log.Error("There are no players who can become thieves.");
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return;
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}
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var startThiefCount = Math.Min(component.MaxAllowThief, component.StartCandidates.Count);
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var thiefPool = _antagSelection.FindPotentialAntags(component.StartCandidates, component.ThiefPrototypeId);
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//TO DO: When voxes specifies are added, increase their chance of becoming a thief by 4 times >:)
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var selectedThieves = _antagSelection.PickAntag(_random.Next(1, startThiefCount), thiefPool);
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foreach(var thief in selectedThieves)
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{
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MakeThief(thief, component.PacifistThieves);
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}
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}
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public bool MakeThief(ICommonSession thief, bool AddPacified)
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{
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var thiefRule = EntityQuery<ThiefRuleComponent>().FirstOrDefault();
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if (thiefRule == null)
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{
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GameTicker.StartGameRule("Thief", out var ruleEntity);
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thiefRule = Comp<ThiefRuleComponent>(ruleEntity);
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}
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//checks
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if (!_mindSystem.TryGetMind(thief, out var mindId, out var mind))
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{
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Log.Info("Failed getting mind for picked thief.");
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return false;
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}
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if (HasComp<ThiefRoleComponent>(mindId))
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{
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Log.Error($"Player {thief.Name} is already a thief.");
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return false;
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}
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if (mind.OwnedEntity is not { } entity)
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{
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Log.Error("Mind picked for thief did not have an attached entity.");
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return false;
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}
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// Assign thief roles
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_roleSystem.MindAddRole(mindId, new ThiefRoleComponent
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{
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PrototypeId = thiefRule.ThiefPrototypeId
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});
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//Add Pacified
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if (AddPacified)
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EnsureComp<PacifiedComponent>(mind.OwnedEntity.Value);
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// Notificate player about new role assignment
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if (_mindSystem.TryGetSession(mindId, out var session))
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{
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_audio.PlayGlobal(thiefRule.GreetingSound, session);
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_chatManager.DispatchServerMessage(session, MakeBriefing(mind.OwnedEntity.Value));
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}
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// Give thieves their objectives
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var difficulty = 0f;
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if (_random.Prob(BigObjectiveChance)) // 70% chance to 1 big objective (structure or animal)
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{
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var objective = _objectives.GetRandomObjective(mindId, mind, bigObjectiveGroup);
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if (objective != null)
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{
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_mindSystem.AddObjective(mindId, mind, objective.Value);
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difficulty += Comp<ObjectiveComponent>(objective.Value).Difficulty;
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}
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}
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for (var i = 0; i < thiefRule.MaxStealObjectives && thiefRule.MaxObjectiveDifficulty > difficulty; i++) // Many small objectives
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{
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var objective = _objectives.GetRandomObjective(mindId, mind, smallObjectiveGroup);
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if (objective == null)
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continue;
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_mindSystem.AddObjective(mindId, mind, objective.Value);
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difficulty += Comp<ObjectiveComponent>(objective.Value).Difficulty;
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}
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//Escape target
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var escapeObjective = _objectives.GetRandomObjective(mindId, mind, escapeObjectiveGroup);
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if (escapeObjective != null)
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_mindSystem.AddObjective(mindId, mind, escapeObjective.Value);
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// Give starting items
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_antagSelection.GiveAntagBagGear(mind.OwnedEntity.Value, thiefRule.StarterItems);
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thiefRule.ThiefMinds.Add(mindId);
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return true;
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}
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//Add mind briefing
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private void OnGetBriefing(Entity<ThiefRoleComponent> thief, ref GetBriefingEvent args)
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{
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if (!TryComp<MindComponent>(thief.Owner, out var mind) || mind.OwnedEntity == null)
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return;
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args.Append(MakeBriefing(mind.OwnedEntity.Value));
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}
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private string MakeBriefing(EntityUid thief)
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{
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var isHuman = HasComp<HumanoidAppearanceComponent>(thief);
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var briefing = "\n";
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briefing = isHuman
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? Loc.GetString("thief-role-greeting-human")
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: Loc.GetString("thief-role-greeting-animal");
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briefing += "\n \n" + Loc.GetString("thief-role-greeting-equipment") + "\n";
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return briefing;
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}
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private void OnObjectivesTextGetInfo(Entity<ThiefRuleComponent> thiefs, ref ObjectivesTextGetInfoEvent args)
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{
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args.Minds = thiefs.Comp.ThiefMinds;
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args.AgentName = Loc.GetString("thief-round-end-agent-name");
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}
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}
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