using System.Linq; using System.Text; using Content.Shared.Antag; using Content.Shared.Codewords; using Content.Shared.FixedPoint; using Content.Shared.GameTicking.Rules.Components; using Content.Shared.Mind; using Content.Shared.NPC.Systems; using Content.Shared.PDA; using Content.Shared.Random.Helpers; using Content.Shared.Roles; using Content.Shared.Roles.Components; using Content.Shared.Roles.Jobs; using Robust.Shared.Random; namespace Content.Shared.GameTicking.Rules; public abstract partial class TraitorRuleSystem : GameRuleSystem { [Dependency] private IRobustRandom _random = default!; [Dependency] private AntagSelectionSystem _antag = default!; [Dependency] protected CodewordSystem Codeword = default!; [Dependency] private NpcFactionSystem _npcFaction = default!; [Dependency] private SharedJobSystem _jobs = default!; [Dependency] private SharedMindSystem _mindSystem = default!; [Dependency] private SharedRoleSystem _roleSystem = default!; private static readonly Color TraitorCodewordColor = Color.FromHex("#cc3b3b"); [SubscribeLocalEvent] private void AfterEntitySelected(Entity rule, ref AfterAntagEntitySelectedEvent args) { Log.Debug($"AfterAntagEntitySelected {ToPrettyString(rule)}"); MakeTraitor(args.EntityUid, rule); } public bool MakeTraitor(EntityUid traitor, Entity rule) { Log.Debug($"MakeTraitor {ToPrettyString(traitor)} - start"); var factionCodewords = Codeword.GetCodewords(rule.Comp.CodewordFactionPrototypeId); //Grab the mind if it wasn't provided if (!_mindSystem.TryGetMind(traitor, out var mindId, out var mind)) { Log.Debug($"MakeTraitor {ToPrettyString(traitor)} - failed, no Mind found"); return false; } var briefing = ""; if (rule.Comp.GiveCodewords) { Log.Debug($"MakeTraitor {ToPrettyString(traitor)} - added codewords flufftext to briefing"); briefing = Loc.GetString("traitor-role-codewords-short", ("codewords", string.Join(", ", factionCodewords))); } var issuer = _random.Pick(ProtoMan.Index(rule.Comp.ObjectiveIssuers)); // Uplink code will go here if applicable, but we still need the variable if there aren't any Note[]? code = null; if (rule.Comp.GiveUplink) { Log.Debug($"MakeTraitor {ToPrettyString(traitor)} - Uplink start"); // Calculate the amount of currency on the uplink. var startingBalance = rule.Comp.StartingBalance; if (_jobs.MindTryGetJob(mindId, out var prototype)) { if (startingBalance < prototype.AntagAdvantage) // Can't use Math functions on FixedPoint2 startingBalance = 0; else startingBalance = startingBalance - prototype.AntagAdvantage; } // Choose and generate an Uplink, and return the uplink code if applicable Log.Debug($"MakeTraitor {ToPrettyString(traitor)} - Uplink request start"); var uplinkParams = RequestUplink(traitor, startingBalance, briefing); code = uplinkParams.Item1; briefing = uplinkParams.Item2; Log.Debug($"MakeTraitor {ToPrettyString(traitor)} - Uplink request completed"); } string[]? codewords = null; if (rule.Comp.GiveCodewords) { Log.Debug($"MakeTraitor {ToPrettyString(traitor)} - set codewords from component"); codewords = factionCodewords; } if (rule.Comp.GiveBriefing) { _antag.SendBriefing(traitor, GenerateBriefing(codewords, code, issuer), null, rule.Comp.GreetSoundNotification); Log.Debug($"MakeTraitor {ToPrettyString(traitor)} - Sent the Briefing"); } Log.Debug($"MakeTraitor {ToPrettyString(traitor)} - Adding TraitorMind"); rule.Comp.TraitorMinds.Add(mindId); // Assign briefing //Since this provides neither an antag/job prototype, nor antag status/roletype, //and is intrinsically related to the traitor role //it does not need to be a separate Mind Role Entity if (_roleSystem.MindHasRole((mindId, mind), out var traitorRole)) { Log.Debug($"MakeTraitor {ToPrettyString(traitor)} - Add traitor briefing components"); EnsureComp(traitorRole.Value.Owner, out var briefingComp); briefingComp.Briefing = briefing; // The mind entity is stored in nullspace with a PVS override for the owner, so only they can see the codewords. var codewordComp = EnsureComp(traitorRole.Value); Codeword.SetRoleCodewords((traitorRole.Value, codewordComp), factionCodewords.ToList(), TraitorCodewordColor); } else { Log.Debug($"MakeTraitor {ToPrettyString(traitor)} - did not get traitor briefing"); } // Change the faction Log.Debug($"MakeTraitor {ToPrettyString(traitor)} - Change faction"); _npcFaction.RemoveFaction(traitor, rule.Comp.NanoTrasenFaction, false); _npcFaction.AddFaction(traitor, rule.Comp.SyndicateFaction); Log.Debug($"MakeTraitor {ToPrettyString(traitor)} - Finished"); return true; } protected virtual (Note[]?, string) RequestUplink(EntityUid traitor, FixedPoint2 startingBalance, string briefing) { return default; } // TODO: figure out how to handle this? add priority to briefing event? private string GenerateBriefing(string[]? codewords, Note[]? uplinkCode, string? objectiveIssuer = null) { var sb = new StringBuilder(); sb.AppendLine(Loc.GetString("traitor-role-greeting", ("corporation", objectiveIssuer ?? Loc.GetString("objective-issuer-unknown")))); if (codewords != null) sb.AppendLine(Loc.GetString("traitor-role-codewords", ("codewords", string.Join(", ", codewords)))); if (uplinkCode != null) sb.AppendLine(Loc.GetString("traitor-role-uplink-code", ("code", string.Join("-", uplinkCode).Replace("sharp", "#")))); else sb.AppendLine(Loc.GetString("traitor-role-uplink-implant")); return sb.ToString(); } public List<(EntityUid Id, MindComponent Mind)> GetOtherTraitorMindsAliveAndConnected(MindComponent ourMind) { List<(EntityUid Id, MindComponent Mind)> allTraitors = new(); var query = EntityQueryEnumerator(); while (query.MoveNext(out var uid, out var traitor)) { foreach (var role in GetOtherTraitorMindsAliveAndConnected(ourMind, (uid, traitor))) { if (!allTraitors.Contains(role)) allTraitors.Add(role); } } return allTraitors; } private List<(EntityUid Id, MindComponent Mind)> GetOtherTraitorMindsAliveAndConnected(MindComponent ourMind, Entity rule) { var traitors = new List<(EntityUid Id, MindComponent Mind)>(); foreach (var mind in _antag.GetAntagMinds(rule.Owner)) { if (mind.Comp == ourMind) continue; traitors.Add((mind, mind)); } return traitors; } }