CatStation/Content.Shared/GameTicking/Rules/ZombieRuleSystem.cs
Princess Cheeseballs 2c6ffecf62
Move GameTicker to Shared (#45834)
* 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
2026-09-16 19:34:19 +00:00

159 lines
6.2 KiB
C#

using System.Globalization;
using System.Linq;
using Content.Shared.Antag;
using Content.Shared.GameTicking.Components;
using Content.Shared.GameTicking.Rules.Components;
using Content.Shared.Humanoid;
using Content.Shared.Mind;
using Content.Shared.Mobs;
using Content.Shared.Mobs.Components;
using Content.Shared.Mobs.Systems;
using Content.Shared.Roles;
using Content.Shared.Roles.Components;
using Content.Shared.Station.Systems;
using Content.Shared.Zombies;
using Robust.Shared.Player;
namespace Content.Shared.GameTicking.Rules;
public abstract partial class ZombieRuleSystem : GameRuleSystem<ZombieRuleComponent>
{
[Dependency] private ISharedPlayerManager _player = default!;
[Dependency] private AntagSelectionSystem _antag = default!;
[Dependency] private MobStateSystem _mobState = default!;
[Dependency] private SharedMindSystem _mindSystem = default!;
[Dependency] private SharedRoleSystem _roles = default!;
[Dependency] protected StationSystem Station = default!;
[Dependency] private EntityQuery<ZombieComponent> _zombieQuery;
protected override void Started(Entity<ZombieRuleComponent, GameRuleComponent> rule, ref GameRuleStartedEvent args)
{
base.Started(rule, ref args);
rule.Comp1.NextRoundEndCheck = Timing.CurTime + rule.Comp1.EndCheckDelay;
}
[SubscribeLocalEvent]
private void OnGetBriefing(Entity<InitialInfectedRoleComponent> role, ref GetBriefingEvent args)
{
if (!_roles.MindHasRole<ZombieRoleComponent>(args.Mind.Owner))
args.Append(Loc.GetString("zombie-patientzero-role-greeting"));
}
[SubscribeLocalEvent]
private void OnGetBriefing(Entity<ZombieRoleComponent> role, ref GetBriefingEvent args)
{
args.Append(Loc.GetString("zombie-infection-greeting"));
}
protected override void AppendRoundEndText(Entity<ZombieRuleComponent> rule,
ref RoundEndTextAppendEvent args)
{
base.AppendRoundEndText(rule, ref args);
// This is just the general condition thing used for determining the win/lose text
var fraction = GetInfectedFraction(true, true);
if (fraction <= 0)
args.AddLine(Loc.GetString("zombie-round-end-amount-none"));
else if (fraction <= 0.25)
args.AddLine(Loc.GetString("zombie-round-end-amount-low"));
else if (fraction <= 0.5)
args.AddLine(Loc.GetString("zombie-round-end-amount-medium", ("percent", Math.Round((fraction * 100), 2).ToString(CultureInfo.InvariantCulture))));
else if (fraction < 1)
args.AddLine(Loc.GetString("zombie-round-end-amount-high", ("percent", Math.Round((fraction * 100), 2).ToString(CultureInfo.InvariantCulture))));
else
args.AddLine(Loc.GetString("zombie-round-end-amount-all"));
var antags = _antag.GetAntagIdentifiers(rule.Owner).ToList();
args.AddLine(Loc.GetString("zombie-round-end-initial-count", ("initialCount", antags.Count)));
foreach (var (_, data, entName) in antags)
{
args.AddLine(Loc.GetString("zombie-round-end-user-was-initial",
("name", entName),
("username", data.UserName)));
}
var healthy = GetHealthyHumans();
// Gets a bunch of the living players and displays them if they're under a threshold.
// InitialInfected is used for the threshold because it scales with the player count well.
if (healthy.Count <= 0 || healthy.Count > 2 * antags.Count)
return;
args.AddLine("");
args.AddLine(Loc.GetString("zombie-round-end-survivor-count", ("count", healthy.Count)));
foreach (var survivor in healthy)
{
var meta = MetaData(survivor);
var username = string.Empty;
if (_mindSystem.TryGetMind(survivor, out _, out var mind) &&
_player.TryGetSessionById(mind.UserId, out var session))
{
username = session.Name;
}
args.AddLine(Loc.GetString("zombie-round-end-user-was-survivor",
("name", meta.EntityName),
("username", username)));
}
args.AddLine("");
}
/// <summary>
/// Get the fraction of players that are infected, between 0 and 1
/// </summary>
/// <param name="includeOffStation">Include healthy players that are not on the station grid</param>
/// <param name="includeDead">Should dead zombies be included in the count</param>
/// <returns></returns>
protected float GetInfectedFraction(bool includeOffStation = true, bool includeDead = false)
{
var players = GetHealthyHumans(includeOffStation);
var zombieCount = 0;
var query = EntityQueryEnumerator<HumanoidProfileComponent, ZombieComponent, MobStateComponent>();
while (query.MoveNext(out _, out _, out _, out var mob))
{
if (!includeDead && mob.CurrentState == MobState.Dead)
continue;
zombieCount++;
}
return zombieCount / (float) (players.Count + zombieCount);
}
/// <summary>
/// Gets the list of humans who are alive, not zombies, and are on a station.
/// Flying off via a shuttle disqualifies you.
/// </summary>
/// <returns></returns>
protected List<EntityUid> GetHealthyHumans(bool includeOffStation = true)
{
var healthy = new List<EntityUid>();
var stationGrids = new HashSet<EntityUid>();
if (!includeOffStation)
{
foreach (var station in Station.GetStationsSet())
{
if (Station.GetLargestGrid(station) is { } grid)
stationGrids.Add(grid);
}
}
var players = AllEntityQuery<HumanoidProfileComponent, ActorComponent, MobStateComponent, TransformComponent>();
while (players.MoveNext(out var uid, out _, out _, out var mob, out var xform))
{
if (!_mobState.IsAlive(uid, mob))
continue;
if (_zombieQuery.HasComponent(uid))
continue;
if (!includeOffStation && !stationGrids.Contains(xform.GridUid ?? EntityUid.Invalid))
continue;
healthy.Add(uid);
}
return healthy;
}
}