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https://github.com/space-syndicate/space-station-14.git
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90 lines
3.5 KiB
C#
90 lines
3.5 KiB
C#
using Content.Shared.Antag;
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using Content.Shared.GameTicking.Components;
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using Content.Shared.GameTicking.Rules.Components;
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using Content.Shared.NPC.Components;
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using Content.Shared.NPC.Systems;
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using Content.Shared.Roles;
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using Content.Shared.Roles.Components;
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using Content.Shared.Station.Components;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Content.Shared.CombatMode.Pacification;//Corvax-DionaPacifist
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namespace Content.Shared.GameTicking.Rules;
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/// <summary>
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/// This handles the game rule logic for the <see cref="NukeopsGameRule"/> and <see cref="NukeopsRuleComponent"/>
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/// If you do not know what NukeOps is you should try playing the game.
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/// </summary>
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public abstract partial class NukeopsRuleSystem : GameRuleSystem<NukeopsRuleComponent>
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{
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[Dependency] protected AntagSelectionSystem Antag = default!;
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[Dependency] private NpcFactionSystem _npcFaction = default!;
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// TODO: This shouldn't be matching by ProtoId.
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// It would be better if this were checked by component or something,
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// but it needs to be distinct between the full Nukeops and Loneops rules,
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// which NukeopsRuleComponent currently isn't.
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// Better yet, maybe the behaviors this is used for could be moved to the rule component.
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public static readonly EntProtoId NukeopsGameRule = "Nukeops";
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protected override void Started(Entity<NukeopsRuleComponent, GameRuleComponent> rule, ref GameRuleStartedEvent args)
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{
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var eligible = new List<Entity<StationEventEligibleComponent, NpcFactionMemberComponent>>();
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var eligibleQuery = EntityQueryEnumerator<StationEventEligibleComponent, NpcFactionMemberComponent>();
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while (eligibleQuery.MoveNext(out var eligibleUid, out var eligibleComp, out var member))
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{
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if (!_npcFaction.IsFactionHostile(rule.Comp1.Faction, (eligibleUid, member)))
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continue;
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eligible.Add((eligibleUid, eligibleComp, member));
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}
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if (eligible.Count == 0)
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return;
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rule.Comp1.TargetStation = RobustRandom.Pick(eligible);
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var ev = new NukeopsTargetStationSelectedEvent(rule, rule.Comp1.TargetStation);
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RaiseLocalEvent(ref ev);
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}
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[SubscribeLocalEvent]
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private void OnGetBriefing(Entity<NukeopsRoleComponent> role, ref GetBriefingEvent args)
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{
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// TODO Different character screen briefing for the 3 nukie types
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args.Append(Loc.GetString("nukeops-briefing"));
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}
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[SubscribeLocalEvent]
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private void OnAfterAntagEntSelected(Entity<NukeopsRuleComponent> ent, ref AfterAntagEntitySelectedEvent args)
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{
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var target = (ent.Comp.TargetStation is not null) ? Name(ent.Comp.TargetStation.Value) : "the target";
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RemComp<PacifiedComponent>(args.EntityUid); // Corvax-DionaPacifist: Allow dionas nukes to harm
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Antag.SendBriefing(args.Session,
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Loc.GetString("nukeops-welcome",
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("station", target),
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("name", Name(ent))),
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Color.Red,
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ent.Comp.GreetSoundNotification);
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}
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}
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/// <summary>
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/// Raised when a station has been assigned as a target for the NukeOps rule.
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/// </summary>
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[ByRefEvent]
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public readonly struct NukeopsTargetStationSelectedEvent(EntityUid ruleEntity, EntityUid? targetStation)
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{
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/// <summary>
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/// The entity containing the NukeOps gamerule.
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/// </summary>
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public readonly EntityUid RuleEntity = ruleEntity;
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/// <summary>
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/// The target station, if it exists.
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/// </summary>
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public readonly EntityUid? TargetStation = targetStation;
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}
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