mirror of
https://github.com/space-syndicate/space-station-14.git
synced 2026-10-09 10:21:18 +03:00
178 lines
7.3 KiB
C#
178 lines
7.3 KiB
C#
using System.Linq;
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using System.Text;
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using Content.Shared.Antag;
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using Content.Shared.Codewords;
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using Content.Shared.FixedPoint;
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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.NPC.Systems;
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using Content.Shared.PDA;
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using Content.Shared.Random.Helpers;
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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 Robust.Shared.Random;
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namespace Content.Shared.GameTicking.Rules;
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public abstract partial class TraitorRuleSystem : GameRuleSystem<TraitorRuleComponent>
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{
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[Dependency] private IRobustRandom _random = default!;
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[Dependency] private AntagSelectionSystem _antag = default!;
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[Dependency] protected CodewordSystem Codeword = default!;
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[Dependency] private NpcFactionSystem _npcFaction = default!;
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[Dependency] private SharedJobSystem _jobs = default!;
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[Dependency] private SharedMindSystem _mindSystem = default!;
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[Dependency] private SharedRoleSystem _roleSystem = default!;
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private static readonly Color TraitorCodewordColor = Color.FromHex("#cc3b3b");
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[SubscribeLocalEvent]
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private void AfterEntitySelected(Entity<TraitorRuleComponent> rule, ref AfterAntagEntitySelectedEvent args)
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{
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Log.Debug($"AfterAntagEntitySelected {ToPrettyString(rule)}");
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MakeTraitor(args.EntityUid, rule);
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}
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public bool MakeTraitor(EntityUid traitor, Entity<TraitorRuleComponent> rule)
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{
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Log.Debug($"MakeTraitor {ToPrettyString(traitor)} - start");
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var factionCodewords = Codeword.GetCodewords(rule.Comp.CodewordFactionPrototypeId);
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//Grab the mind if it wasn't provided
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if (!_mindSystem.TryGetMind(traitor, out var mindId, out var mind))
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{
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Log.Debug($"MakeTraitor {ToPrettyString(traitor)} - failed, no Mind found");
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return false;
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}
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var briefing = "";
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if (rule.Comp.GiveCodewords)
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{
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Log.Debug($"MakeTraitor {ToPrettyString(traitor)} - added codewords flufftext to briefing");
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briefing = Loc.GetString("traitor-role-codewords-short", ("codewords", string.Join(", ", factionCodewords)));
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}
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var issuer = _random.Pick(ProtoMan.Index(rule.Comp.ObjectiveIssuers));
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// Uplink code will go here if applicable, but we still need the variable if there aren't any
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Note[]? code = null;
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if (rule.Comp.GiveUplink)
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{
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Log.Debug($"MakeTraitor {ToPrettyString(traitor)} - Uplink start");
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// Calculate the amount of currency on the uplink.
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var startingBalance = rule.Comp.StartingBalance;
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if (_jobs.MindTryGetJob(mindId, out var prototype))
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{
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if (startingBalance < prototype.AntagAdvantage) // Can't use Math functions on FixedPoint2
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startingBalance = 0;
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else
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startingBalance = startingBalance - prototype.AntagAdvantage;
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}
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// Choose and generate an Uplink, and return the uplink code if applicable
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Log.Debug($"MakeTraitor {ToPrettyString(traitor)} - Uplink request start");
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var uplinkParams = RequestUplink(traitor, startingBalance, briefing);
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code = uplinkParams.Item1;
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briefing = uplinkParams.Item2;
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Log.Debug($"MakeTraitor {ToPrettyString(traitor)} - Uplink request completed");
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}
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string[]? codewords = null;
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if (rule.Comp.GiveCodewords)
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{
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Log.Debug($"MakeTraitor {ToPrettyString(traitor)} - set codewords from component");
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codewords = factionCodewords;
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}
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if (rule.Comp.GiveBriefing)
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{
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_antag.SendBriefing(traitor, GenerateBriefing(codewords, code, issuer), null, rule.Comp.GreetSoundNotification);
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Log.Debug($"MakeTraitor {ToPrettyString(traitor)} - Sent the Briefing");
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}
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Log.Debug($"MakeTraitor {ToPrettyString(traitor)} - Adding TraitorMind");
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rule.Comp.TraitorMinds.Add(mindId);
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// Assign briefing
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//Since this provides neither an antag/job prototype, nor antag status/roletype,
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//and is intrinsically related to the traitor role
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//it does not need to be a separate Mind Role Entity
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if (_roleSystem.MindHasRole<TraitorRoleComponent>((mindId, mind), out var traitorRole))
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{
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Log.Debug($"MakeTraitor {ToPrettyString(traitor)} - Add traitor briefing components");
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EnsureComp<RoleBriefingComponent>(traitorRole.Value.Owner, out var briefingComp);
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briefingComp.Briefing = briefing;
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// The mind entity is stored in nullspace with a PVS override for the owner, so only they can see the codewords.
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var codewordComp = EnsureComp<RoleCodewordComponent>(traitorRole.Value);
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Codeword.SetRoleCodewords((traitorRole.Value, codewordComp), factionCodewords.ToList(), TraitorCodewordColor);
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}
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else
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{
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Log.Debug($"MakeTraitor {ToPrettyString(traitor)} - did not get traitor briefing");
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}
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// Change the faction
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Log.Debug($"MakeTraitor {ToPrettyString(traitor)} - Change faction");
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_npcFaction.RemoveFaction(traitor, rule.Comp.NanoTrasenFaction, false);
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_npcFaction.AddFaction(traitor, rule.Comp.SyndicateFaction);
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Log.Debug($"MakeTraitor {ToPrettyString(traitor)} - Finished");
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return true;
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}
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protected virtual (Note[]?, string) RequestUplink(EntityUid traitor, FixedPoint2 startingBalance, string briefing)
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{
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return default;
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}
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// TODO: figure out how to handle this? add priority to briefing event?
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private string GenerateBriefing(string[]? codewords, Note[]? uplinkCode, string? objectiveIssuer = null)
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{
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var sb = new StringBuilder();
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sb.AppendLine(Loc.GetString("traitor-role-greeting", ("corporation", objectiveIssuer ?? Loc.GetString("objective-issuer-unknown"))));
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if (codewords != null)
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sb.AppendLine(Loc.GetString("traitor-role-codewords", ("codewords", string.Join(", ", codewords))));
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if (uplinkCode != null)
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sb.AppendLine(Loc.GetString("traitor-role-uplink-code", ("code", string.Join("-", uplinkCode).Replace("sharp", "#"))));
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else
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sb.AppendLine(Loc.GetString("traitor-role-uplink-implant"));
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return sb.ToString();
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}
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public List<(EntityUid Id, MindComponent Mind)> GetOtherTraitorMindsAliveAndConnected(MindComponent ourMind)
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{
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List<(EntityUid Id, MindComponent Mind)> allTraitors = new();
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var query = EntityQueryEnumerator<TraitorRuleComponent>();
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while (query.MoveNext(out var uid, out var traitor))
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{
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foreach (var role in GetOtherTraitorMindsAliveAndConnected(ourMind, (uid, traitor)))
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{
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if (!allTraitors.Contains(role))
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allTraitors.Add(role);
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}
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}
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return allTraitors;
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}
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private List<(EntityUid Id, MindComponent Mind)> GetOtherTraitorMindsAliveAndConnected(MindComponent ourMind, Entity<TraitorRuleComponent> rule)
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{
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var traitors = new List<(EntityUid Id, MindComponent Mind)>();
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foreach (var mind in _antag.GetAntagMinds(rule.Owner))
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{
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if (mind.Comp == ourMind)
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continue;
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traitors.Add((mind, mind));
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}
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return traitors;
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}
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}
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