mirror of
https://github.com/space-syndicate/space-station-14.git
synced 2026-10-09 10:21:18 +03:00
* Scope creep my ass * why was this shit not pushed???? * gone... * fix that * review plus buildd * asfsafsafsafsafas * grug * burber * I'll fix this later * shrimply die * also this * it's snerf or snuthin * assaads * round snend * aaaa * fix this shit for real * actually, don't start GameRules until MapInit now that I think aboot it. * forgot u * don't actually need this part nullable * Deffer comp removal * one liner * do that too * chungus * Honestly makes more sense here, plus WHY are we doing all that shit on "GameRuleAdded" rather than GameRuleStarted(?) * deferred removal :V * aaaaaaaaaaaaaaa * whhop * Whoop * better * landmine that I placed for myself then forgot about lmao * cleanup * FUCKING `!` * gotovo * amogus * please don't check by metadata I beg * waawsasfdfsasfa * sfafsasfafsas * fdsaasffsasfa * code * fix * fasasffasfasfsad * chungaas * I may be stupid * gra * graaaaaaaaaaaaaaaaa * comment * gra * clearing is not predicted and would require major refactors, so don't cache on client. * lame shit :P * last holes * nukeopsfsafsasafsfafsa * why was that shit public bruh * bubrbgwahrghfaka * dynamic * revert change that did nothing lmao
642 lines
24 KiB
C#
642 lines
24 KiB
C#
using System.Linq;
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using System.Text;
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using Content.Server.Communications;
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using Content.Server.GameTicking.Rules.Components;
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using Content.Server.Nuke;
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using Content.Server.NukeOps;
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using Content.Server.Pinpointer;
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using Content.Server.Popups;
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using Content.Server.RoundEnd;
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using Content.Server.Shuttles.Events;
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using Content.Server.Shuttles.Systems;
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using Content.Server.Station.Systems;
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using Content.Server.Store.Systems;
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using Content.Shared.Access.Systems;
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using Content.Shared.GameTicking;
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using Content.Shared.GameTicking.Rules;
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using Content.Shared.GameTicking.Rules.Components;
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using Content.Shared.Mind;
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using Content.Shared.Mind.Components;
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using Content.Shared.Mobs;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Nuke;
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using Content.Shared.NukeOps;
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using Content.Shared.Roles;
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using Content.Shared.Roles.Components;
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using Content.Shared.Roles.Jobs;
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using Content.Shared.RoundEnd;
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using Content.Shared.Station.Components;
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using Content.Shared.StationRecords;
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using Content.Shared.StationRecords.Systems;
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using Content.Shared.Store;
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using Content.Shared.Store.Components;
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using Content.Shared.Tag;
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using Content.Shared.Zombies;
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using Robust.Server.Player;
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using Robust.Shared.Containers;
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using Robust.Shared.Map;
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using Robust.Shared.Network;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Utility;
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namespace Content.Server.GameTicking.Rules;
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/// <inheritdoc/>
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public sealed partial class ServerNukeopsRuleSystem : NukeopsRuleSystem
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{
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[Dependency] private EmergencyShuttleSystem _emergency = default!;
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[Dependency] private SharedIdCardSystem _idCard = default!;
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[Dependency] private SharedJobSystem _jobs = default!;
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[Dependency] private IPlayerManager _player = default!;
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[Dependency] private SharedMindSystem _mind = default!;
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[Dependency] private NavMapSystem _navMap = default!;
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[Dependency] private PopupSystem _popupSystem = default!;
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[Dependency] private RoundEndSystem _roundEndSystem = default!;
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[Dependency] private SharedContainerSystem _containers = default!;
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[Dependency] private SharedRoleSystem _roles = default!;
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[Dependency] private ServerStationSystem _station = default!;
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[Dependency] private StationRecordsSystem _records = default!;
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[Dependency] private StoreSystem _store = default!;
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[Dependency] private TagSystem _tag = default!;
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private static readonly ProtoId<CurrencyPrototype> TelecrystalCurrencyPrototype = "Telecrystal";
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private static readonly ProtoId<TagPrototype> NukeOpsUplinkTagPrototype = "NukeOpsUplink";
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#region Event Handlers
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protected override void AppendRoundEndText(Entity<NukeopsRuleComponent> rule,
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ref RoundEndTextAppendEvent args)
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{
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var winText = Loc.GetString($"nukeops-{rule.Comp.WinType.ToString().ToLower()}");
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args.AddLine(winText);
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foreach (var cond in rule.Comp.WinConditions)
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{
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var text = Loc.GetString($"nukeops-cond-{cond.ToString().ToLower()}");
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args.AddLine(text);
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}
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// Print disk location if nuke didn't explode and is not armed
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List<WinCondition> diskWinConditions = [WinCondition.NukeDiskOnCentCom, WinCondition.NukeDiskNotOnCentCom];
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if (rule.Comp.WinConditions.Any(diskWinConditions.Contains))
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{
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var diskQuery = AllEntityQuery<NukeDiskComponent, TransformComponent>();
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while (diskQuery.MoveNext(out var diskUid, out _, out var transform))
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{
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StringBuilder text = new StringBuilder(Loc.GetString("nukeops-disk-location-title"));
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List<String> containers = new List<String>();
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bool carriedByMob = false;
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var tempParent = diskUid;
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while (_containers.TryGetContainingContainer((tempParent, null), out var container) && !carriedByMob)
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{
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if (HasComp<MindContainerComponent>(container.Owner))
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{
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carriedByMob = true;
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}
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var containermeta = MetaData(container.Owner);
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containers.Add(containermeta.EntityName);
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tempParent = container.Owner;
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}
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string location = FormattedMessage.RemoveMarkupOrThrow(_navMap.GetNearestBeaconString((diskUid, transform)));
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if (carriedByMob)
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{
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GetDiskCarrierData(tempParent, out var name, out var job, out var username);
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text.Append(Loc.GetString("nukeops-disk-carried-by",
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("name", name),
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("job", job),
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("user", username),
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("location", location)));
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}
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else
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{
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if (containers.Count > 0)
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{
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string hierarchy = string.Empty;
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for (var i = 0; i < containers.Count; i++)
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{
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hierarchy = (Loc.GetString(
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"storage-hierarchy-list",
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("item", containers[i]),
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("existing-text", hierarchy),
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("items-left", containers.Count - i - 1)));
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}
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text.Append(hierarchy);
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}
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text.Append(" ");
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text.Append(location);
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}
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args.AddLine(text.ToString());
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}
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}
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args.AddLine(Loc.GetString("nukeops-list-start"));
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var antags = Antag.GetAntagIdentifiers(rule.Owner);
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foreach (var (_, sessionData, name) in antags)
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{
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args.AddLine(Loc.GetString("nukeops-list-name-user", ("name", name), ("user", sessionData.UserName)));
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}
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args.AddLine("");
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}
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[SubscribeLocalEvent]
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private void OnNukeExploded(NukeExplodedEvent ev)
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{
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// TODO: Why are we querying the active rules for NukeOps, then within EACH UID checking if the NukeOpsGameRule exists???
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// TODO: O(N^2) Operations ass.
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var query = QueryActiveRules();
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while (query.MoveNext(out var uid, out var nukeops, out _, out _))
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{
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if (ev.OwningStation != null)
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{
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if (ev.OwningStation == GetOutpost(uid))
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{
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nukeops.WinConditions.Add(WinCondition.NukeExplodedOnNukieOutpost);
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SetWinType((uid, nukeops), WinType.CrewMajor, GameTicker.IsGameRuleActive(NukeopsGameRule)); // End the round ONLY if the actual gamemode is NukeOps.
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if (!GameTicker.IsGameRuleActive(NukeopsGameRule)) // End the rule if the LoneOp shuttle got nuked, because that particular LoneOp clearly failed, and should not be considered a Syndie victory even if a future LoneOp wins.
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GameTicker.EndGameRule(uid);
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continue;
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}
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if (TryComp(nukeops.TargetStation, out StationDataComponent? data))
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{
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var correctStation = false;
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foreach (var grid in data.Grids)
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{
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if (grid != ev.OwningStation)
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{
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continue;
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}
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nukeops.WinConditions.Add(WinCondition.NukeExplodedOnCorrectStation);
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SetWinType((uid, nukeops), WinType.OpsMajor);
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correctStation = true;
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}
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if (correctStation)
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continue;
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}
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nukeops.WinConditions.Add(WinCondition.NukeExplodedOnIncorrectLocation);
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}
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else
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{
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nukeops.WinConditions.Add(WinCondition.NukeExplodedOnIncorrectLocation);
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}
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if (GameTicker.IsGameRuleActive(NukeopsGameRule)) // If it's Nukeops then end the round on any detonation
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{
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_roundEndSystem.EndRound();
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}
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else
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{
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// It's a LoneOp. Only end the round if the station was destroyed
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var handled = false;
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foreach (var cond in nukeops.WinConditions)
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{
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if (cond.ToString().ToLower() == "NukeExplodedOnCorrectStation") // If this is true, then the nuke destroyed the station! It's likely everyone is very dead so keeping the round going is pointless.
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{
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_roundEndSystem.EndRound(); // end the round!
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handled = true;
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break;
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}
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}
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if (!handled) // The round didn't end, so end the rule so it doesn't get overridden by future LoneOps.
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{
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GameTicker.EndGameRule(uid);
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}
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}
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}
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}
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[SubscribeLocalEvent]
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private void OnRunLevelChanged(GameRunLevelChangedEvent ev)
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{
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if (ev.New is not GameRunLevel.PostRound)
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return;
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var query = QueryActiveRules();
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while (query.MoveNext(out var uid, out var nukeops, out _, out _))
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{
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OnRoundEnd((uid, nukeops));
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}
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}
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private void OnRoundEnd(Entity<NukeopsRuleComponent> ent)
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{
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// If the win condition was set to operative/crew major win, ignore.
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if (ent.Comp.WinType == WinType.OpsMajor || ent.Comp.WinType == WinType.CrewMajor)
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return;
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var nukeQuery = AllEntityQuery<NukeComponent, TransformComponent>();
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var centcomms = _emergency.GetCentcommMaps();
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while (nukeQuery.MoveNext(out var nuke, out var nukeTransform))
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{
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if (nuke.Status != NukeStatus.ARMED)
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continue;
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// UH OH
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if (nukeTransform.MapUid != null && centcomms.Contains(nukeTransform.MapUid.Value))
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{
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ent.Comp.WinConditions.Add(WinCondition.NukeActiveAtCentCom);
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SetWinType((ent, ent), WinType.OpsMajor);
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return;
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}
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if (nukeTransform.GridUid == null || ent.Comp.TargetStation == null)
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continue;
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if (!TryComp(ent.Comp.TargetStation.Value, out StationDataComponent? data))
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continue;
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foreach (var grid in data.Grids)
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{
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if (grid != nukeTransform.GridUid)
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continue;
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ent.Comp.WinConditions.Add(WinCondition.NukeActiveInStation);
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SetWinType(ent, WinType.OpsMajor);
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return;
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}
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}
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if (Antag.AllAntagsAlive(ent.Owner))
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{
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ent.Comp.WinConditions.Add(WinCondition.AllNukiesAlive);
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}
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else
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{
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ent.Comp.WinConditions.Add(Antag.AnyAliveAntags(ent.Owner)
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? WinCondition.SomeNukiesAlive
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: WinCondition.AllNukiesDead);
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}
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var diskAtCentCom = false;
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var diskQuery = AllEntityQuery<NukeDiskComponent, TransformComponent>();
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while (diskQuery.MoveNext(out var diskUid, out _, out var transform))
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{
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diskAtCentCom = transform.MapUid != null && centcomms.Contains(transform.MapUid.Value);
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diskAtCentCom |= _emergency.IsTargetEscaping(diskUid);
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// TODO: The target station should be stored, and the nuke disk should store its original station.
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// This is fine for now, because we can assume a single station in base SS14.
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break;
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}
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// If the disk is currently at Central Command, the crew wins - just slightly.
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SetWinType(ent,
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diskAtCentCom
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? WinType.CrewMinor
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: WinType.OpsMinor);
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ent.Comp.WinConditions.Add(diskAtCentCom
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? WinCondition.NukeDiskOnCentCom
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: WinCondition.NukeDiskNotOnCentCom);
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}
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[SubscribeLocalEvent]
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private void OnNukeDisarm(NukeDisarmSuccessEvent ev)
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{
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CheckRoundShouldEnd();
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}
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[SubscribeLocalEvent]
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private void OnComponentRemove(Entity<NukeOperativeComponent> entity, ref ComponentRemove args)
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{
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CheckRoundShouldEnd();
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}
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[SubscribeLocalEvent]
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private void OnMobStateChanged(Entity<NukeOperativeComponent> entity, ref MobStateChangedEvent ev)
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{
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if (ev.NewMobState == MobState.Dead)
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CheckRoundShouldEnd();
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}
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[SubscribeLocalEvent]
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private void OnOperativeZombified(Entity<NukeOperativeComponent> entity, ref EntityZombifiedEvent args)
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{
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RemCompDeferred(entity, entity.Comp);
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}
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[SubscribeLocalEvent]
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private void OnRuleLoadedGrids(Entity<NukeopsRuleComponent> ent, ref RuleLoadedGridsEvent args)
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{
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// Check each nukie shuttle
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var query = EntityQueryEnumerator<NukeOpsShuttleComponent>();
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while (query.MoveNext(out var uid, out var shuttle))
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{
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// Check if the shuttle's mapID is the one that just got loaded for this rule
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if (Transform(uid).MapID == args.Map)
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{
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shuttle.AssociatedRule = ent;
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break;
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}
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}
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}
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[SubscribeLocalEvent]
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private void OnShuttleFTLAttempt(ref ConsoleFTLAttemptEvent ev)
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{
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var query = QueryActiveRules();
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while (query.MoveNext(out var uid, out var nukeops, out _, out _))
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{
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if (ev.Uid != GetShuttle((uid, nukeops)))
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continue;
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if (nukeops.WarDeclaredTime != null)
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{
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var timeAfterDeclaration = Timing.CurTime.Subtract(nukeops.WarDeclaredTime.Value);
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var timeRemain = nukeops.WarNukieArriveDelay.Subtract(timeAfterDeclaration);
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if (timeRemain > TimeSpan.Zero)
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{
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ev.Cancelled = true;
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ev.Reason = Loc.GetString("war-ops-infiltrator-unavailable",
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("time", timeRemain.ToString("mm\\:ss")));
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continue;
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}
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}
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nukeops.LeftOutpost = true;
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}
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}
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[SubscribeLocalEvent]
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private void OnShuttleCallAttempt(ref CommunicationConsoleCallShuttleAttemptEvent ev)
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{
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var query = QueryActiveRules();
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while (query.MoveNext(out var nukeops, out _, out _))
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{
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// Can't call while war nukies are preparing to arrive
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if (nukeops is { WarDeclaredTime: not null })
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{
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// Nukies must wait some time after declaration of war to get on the station
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var warTime = Timing.CurTime.Subtract(nukeops.WarDeclaredTime.Value);
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if (warTime < nukeops.WarEvacShuttleDisabled)
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{
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ev.Cancelled = true;
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ev.Reason = Loc.GetString("war-ops-shuttle-call-unavailable");
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return;
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}
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}
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}
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}
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[SubscribeLocalEvent]
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private void OnWarDeclared(ref WarDeclaredEvent ev)
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{
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// TODO: this is VERY awful for multi-nukies
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var query = QueryActiveRules();
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while (query.MoveNext(out var uid, out var nukeops, out _, out _))
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{
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if (nukeops.WarDeclaredTime != null)
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continue;
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if (TryComp<RuleGridsComponent>(uid, out var grids) && Transform(ev.DeclaratorEntity).MapID != grids.Map)
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continue;
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var newStatus = GetWarCondition(nukeops, ev.Status);
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ev.Status = newStatus;
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if (newStatus == WarConditionStatus.WarReady)
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{
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nukeops.WarDeclaredTime = Timing.CurTime;
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var timeRemain = nukeops.WarNukieArriveDelay + Timing.CurTime;
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ev.DeclaratorEntity.Comp.ShuttleDisabledTime = timeRemain;
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DistributeExtraTc((uid, nukeops));
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}
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}
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}
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#endregion Event Handlers
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/// <summary>
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/// Returns conditions for war declaration
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/// </summary>
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public WarConditionStatus GetWarCondition(NukeopsRuleComponent nukieRule, WarConditionStatus? oldStatus)
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{
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if (!nukieRule.CanEnableWarOps)
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return WarConditionStatus.NoWarUnknown;
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if (EntityQuery<NukeopsRoleComponent>().Count() < nukieRule.WarDeclarationMinOps)
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return WarConditionStatus.NoWarSmallCrew;
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if (nukieRule.LeftOutpost)
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return WarConditionStatus.NoWarShuttleDeparted;
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if (oldStatus == WarConditionStatus.YesWar)
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return WarConditionStatus.WarReady;
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return WarConditionStatus.YesWar;
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}
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private void DistributeExtraTc(Entity<NukeopsRuleComponent> nukieRule)
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{
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var enumerator = EntityQueryEnumerator<StoreComponent>();
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while (enumerator.MoveNext(out var uid, out var component))
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{
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if (!_tag.HasTag(uid, NukeOpsUplinkTagPrototype))
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continue;
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if (GetOutpost(nukieRule.Owner) is not { } outpost)
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continue;
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if (Transform(uid).MapID != Transform(outpost).MapID) // Will receive bonus TC only on their start outpost
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continue;
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_store.TryAddCurrency(new() { { TelecrystalCurrencyPrototype, nukieRule.Comp.WarTcAmountPerNukie } }, uid, component);
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var msg = Loc.GetString("store-currency-war-boost-given", ("target", uid));
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_popupSystem.PopupEntity(msg, uid);
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}
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}
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private void SetWinType(Entity<NukeopsRuleComponent> ent, WinType type, bool endRound = true)
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{
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ent.Comp.WinType = type;
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if (endRound && (type == WinType.CrewMajor || type == WinType.OpsMajor))
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_roundEndSystem.EndRound();
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}
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private void CheckRoundShouldEnd()
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{
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var query = QueryActiveRules();
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while (query.MoveNext(out var uid, out var nukeops, out _, out _))
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{
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CheckRoundShouldEnd((uid, nukeops));
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}
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}
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private void CheckRoundShouldEnd(Entity<NukeopsRuleComponent> ent)
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{
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var nukeops = ent.Comp;
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if (nukeops.WinType == WinType.CrewMajor || nukeops.WinType == WinType.OpsMajor) // Skip this if the round's victor has already been decided.
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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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foreach (var nuke in EntityQuery<NukeComponent>())
|
|
{
|
|
if (nuke.Status == NukeStatus.ARMED)
|
|
return;
|
|
}
|
|
|
|
var shuttle = GetShuttle((ent, ent));
|
|
|
|
MapId? shuttleMapId = Exists(shuttle)
|
|
? Transform(shuttle.Value).MapID
|
|
: null;
|
|
|
|
MapId? targetStationMap = null;
|
|
if (nukeops.TargetStation != null && TryComp(nukeops.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<NukeOperativeComponent, MobStateComponent, TransformComponent>(true);
|
|
var operativesAlive = operatives
|
|
.Where(op =>
|
|
op.Item3.MapID == shuttleMapId
|
|
|| op.Item3.MapID == targetStationMap)
|
|
.Any(op => op.Item2.CurrentState == MobState.Alive && op.Item1.Running);
|
|
|
|
if (operativesAlive)
|
|
return; // There are living operatives than can access the shuttle, or are still on the station's map.
|
|
|
|
// Check that there are spawns available and that they can access the shuttle.
|
|
var spawnsAvailable = EntityQuery<NukeOperativeSpawnerComponent>(true).Any();
|
|
if (spawnsAvailable && CompOrNull<RuleGridsComponent>(ent)?.Map == shuttleMapId)
|
|
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,
|
|
// and there are no nuclear operatives on the target station's map.
|
|
nukeops.WinConditions.Add(spawnsAvailable
|
|
? WinCondition.NukiesAbandoned
|
|
: WinCondition.AllNukiesDead);
|
|
|
|
SetWinType(ent, WinType.CrewMajor, false);
|
|
|
|
if (nukeops.RoundEndBehavior == RoundEndBehavior.Nothing) // It's still worth checking if operatives have all died, even if the round-end behaviour is nothing.
|
|
return; // Shouldn't actually try to end the round in the case of nothing though.
|
|
|
|
_roundEndSystem.DoRoundEndBehavior(nukeops.RoundEndBehavior,
|
|
nukeops.EvacShuttleTime,
|
|
nukeops.RoundEndTextSender,
|
|
nukeops.RoundEndTextShuttleCall,
|
|
nukeops.RoundEndTextAnnouncement);
|
|
|
|
|
|
// prevent it called multiple times
|
|
nukeops.RoundEndBehavior = RoundEndBehavior.Nothing;
|
|
}
|
|
|
|
/// <remarks>
|
|
/// Is this method the shitty glue holding together the last of my sanity? yes.
|
|
/// Do i have a better solution? not presently.
|
|
/// </remarks>
|
|
private EntityUid? GetOutpost(Entity<RuleGridsComponent?> ent)
|
|
{
|
|
if (!Resolve(ent, ref ent.Comp, false))
|
|
return null;
|
|
|
|
return ent.Comp.MapGrids.Where(e => !HasComp<NukeOpsShuttleComponent>(e)).FirstOrNull();
|
|
}
|
|
|
|
/// <remarks>
|
|
/// Is this method the shitty glue holding together the last of my sanity? yes.
|
|
/// Do i have a better solution? not presently.
|
|
/// </remarks>
|
|
private EntityUid? GetShuttle(Entity<NukeopsRuleComponent?> ent)
|
|
{
|
|
if (!Resolve(ent, ref ent.Comp, false))
|
|
return null;
|
|
|
|
var query = EntityQueryEnumerator<NukeOpsShuttleComponent>();
|
|
while (query.MoveNext(out var uid, out var comp))
|
|
{
|
|
if (comp.AssociatedRule == ent.Owner)
|
|
return uid;
|
|
}
|
|
|
|
return null;
|
|
}
|
|
|
|
private void GetDiskCarrierData(EntityUid carrier,
|
|
out string name,
|
|
out string job,
|
|
out string username)
|
|
{
|
|
name = Name(carrier);
|
|
job = Loc.GetString("job-name-unknown");
|
|
username = "unknown"; // magic word in Fluent selector
|
|
|
|
Entity<MindComponent>? mind = null;
|
|
|
|
if (_mind.TryGetMind(carrier, out _, out var mindComp))
|
|
{
|
|
mind = (carrier, mindComp);
|
|
}
|
|
else
|
|
{
|
|
var allMinds = EntityQueryEnumerator<MindComponent>();
|
|
while (allMinds.MoveNext(out _, out mindComp))
|
|
{
|
|
if (mindComp.CharacterName != name)
|
|
continue;
|
|
|
|
mind = (carrier, mindComp);
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (mind is not null)
|
|
{
|
|
NetUserId? userId = mind.Value.Comp.UserId;
|
|
if (userId is not null && _player.TryGetPlayerData(userId.Value, out var sessionData))
|
|
username = sessionData.UserName;
|
|
|
|
// Role/job is the trickiest since it can be unknown in some cases
|
|
// For example, after "make ghost role" verb
|
|
var roles = _roles.MindGetAllRoleInfo(mind.Value.Owner);
|
|
if (roles.Count > 0)
|
|
{
|
|
job = Loc.GetString(roles.First().Name);
|
|
return;
|
|
}
|
|
|
|
if (_jobs.MindTryGetJobName(mind, out var jobName))
|
|
{
|
|
job = jobName;
|
|
return;
|
|
}
|
|
}
|
|
|
|
// Try station records
|
|
var xform = Transform(carrier);
|
|
var station = _station.GetStationInMap(xform.MapID);
|
|
if (station != null && _records.GetRecordByName(station.Value, name) is { } id)
|
|
{
|
|
var key = new StationRecordKey(id, station.Value);
|
|
if (_records.TryGetRecord<GeneralStationRecord>(key, out var record))
|
|
{
|
|
job = record.JobTitle;
|
|
return;
|
|
}
|
|
}
|
|
|
|
// Fallback to ID
|
|
if (_idCard.TryFindIdCard(carrier, out var idCard))
|
|
job = idCard.Comp.LocalizedJobTitle ?? job;
|
|
}
|
|
}
|