# Conflicts: # .github/CODEOWNERS # .github/PULL_REQUEST_TEMPLATE.md # Content.Client/Changelog/ChangelogTab.xaml.cs # Content.Client/Chemistry/UI/ChemMasterWindow.xaml # Content.Client/Entry/EntryPoint.cs # Content.Client/GameTicking/Managers/ClientGameTicker.cs # Content.Client/Launcher/LauncherConnectingGui.xaml # Content.Client/Lobby/LobbyState.cs # Content.Client/Lobby/UI/LobbyGui.xaml # Content.Client/Paper/UI/PaperWindow.xaml.cs # Content.Client/StationRecords/GeneralStationRecordConsoleWindow.xaml.cs # Content.Client/Stylesheets/StyleNano.cs # Content.Client/UserInterface/Screens/SeparatedChatGameScreen.xaml # Content.Client/UserInterface/Systems/Ghost/Widgets/GhostGui.xaml.cs # Content.Client/UserInterface/Systems/MenuBar/Widgets/GameTopMenuBar.xaml # Content.IntegrationTests/Tests/Destructible/DestructibleDamageGroupTest.cs # Content.IntegrationTests/Tests/PostMapInitTest.cs # Content.IntegrationTests/Tests/Power/StationPowerTests.cs # Content.Packaging/ServerPackaging.cs # Content.Server/Administration/Systems/AdminVerbSystem.Smites.cs # Content.Server/Administration/Systems/AdminVerbSystem.Tools.cs # Content.Server/Atmos/TileAtmosphere.cs # Content.Server/Bible/BibleSystem.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/Content.Server.csproj # Content.Server/Discord/DiscordLink/DiscordLink.cs # Content.Server/GameTicking/GameTicker.LobbyBackground.cs # Content.Server/GameTicking/GameTicker.Spawning.cs # Content.Server/Ghost/GhostSystem.cs # Content.Server/Kitchen/Components/MicrowaveComponent.cs # Content.Server/Kitchen/EntitySystems/MicrowaveSystem.cs # Content.Server/Mech/Systems/MechSystem.cs # Content.Server/Medical/CrewMonitoring/CrewMonitoringConsoleSystem.cs # Content.Server/Medical/DefibrillatorSystem.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/Radio/EntitySystems/HeadsetSystem.cs # Content.Server/Remotes/DoorRemoteSystem.cs # Content.Server/RoundEnd/RoundEndSystem.cs # Content.Server/Shuttles/Systems/DockingSystem.Shuttle.cs # Content.Server/Silicons/Borgs/BorgSystem.Transponder.cs # Content.Server/Tips/TipsSystem.cs # Content.Server/Traitor/Uplink/UplinkSystem.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.cs # Content.Server/Zombies/ZombieSystem.Transform.cs # Content.Server/Zombies/ZombieSystem.cs # Content.Shared/Bed/BedSystem.cs # Content.Shared/Blocking/BlockingSystem.User.cs # Content.Shared/Buckle/SharedBuckleSystem.Buckle.cs # Content.Shared/Chat/SharedSuicideSystem.cs # Content.Shared/Chemistry/Components/HyposprayComponent.cs # Content.Shared/Chemistry/EntitySystems/HypospraySystem.cs # Content.Shared/Chemistry/EntitySystems/ScoopableSolutionSystem.cs # Content.Shared/Chemistry/EntitySystems/SolutionTransferSystem.cs # Content.Shared/Chemistry/Events/HyposprayEvents.cs # Content.Shared/Content.Shared.csproj # Content.Shared/Damage/Systems/DamageableSystem.cs # Content.Shared/Friction/TileFrictionController.cs # Content.Shared/GameTicking/SharedGameTicker.cs # Content.Shared/Interaction/InteractHand.cs # Content.Shared/Lock/LockSystem.cs # Content.Shared/Medical/Healing/HealingSystem.cs # Content.Shared/Mobs/Systems/MobStateSystem.Subscribers.cs # Content.Shared/Nutrition/EntitySystems/HungerSystem.cs # Content.Shared/Silicons/StationAi/SharedStationAiSystem.Airlock.cs # Content.Shared/Throwing/ThrowingSystem.cs # Content.Shared/Trigger/Systems/TriggerOnHitscanSystem.cs # Content.Shared/Weapons/Hitscan/Systems/HitscanBasicDamageSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/Weapons/Ranged/Components/BatteryWeaponFireModesComponent.cs # Content.Shared/Weapons/Ranged/Components/HitscanBatteryAmmoProviderComponent.cs # Content.Shared/Weapons/Ranged/Systems/BatteryWeaponFireModesSystem.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.Ballistic.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.Battery.cs # Content.Shared/Zombies/ZombieComponent.cs # Content.Shared/_Sunrise/Lobby/LobbyBackgroundPrototype.cs # README.md # Resources/Locale/en-US/_strings/borg/borg.ftl # Resources/Locale/en-US/_strings/chemistry/components/hypospray-component.ftl # Resources/Locale/en-US/_strings/chemistry/components/injector-component.ftl # Resources/Locale/en-US/_strings/commands/pauseatmos-command.ftl # Resources/Locale/en-US/_strings/commands/quick-inspect-command.ftl # Resources/Locale/en-US/_strings/commands/show-wallmounts-command.ftl # Resources/Locale/en-US/_strings/commands/substepatmos-command.ftl # Resources/Locale/en-US/_strings/fluids/components/equip-spray-component.ftl # Resources/Locale/en-US/_strings/game-ticking/game-presets/preset-revolutionary.ftl # Resources/Locale/en-US/_strings/job/job-names.ftl # Resources/Locale/en-US/_strings/lobby/lobby-state-background.ftl # Resources/Locale/en-US/_strings/reagents/meta/medicine.ftl # Resources/Locale/en-US/_strings/reagents/meta/physical-desc.ftl # Resources/Locale/en-US/_strings/silicons/borg-module.ftl # Resources/Locale/en-US/_strings/store/changeling-catalog.ftl # Resources/Locale/en-US/_strings/store/currency.ftl # Resources/Locale/en-US/_strings/store/store.ftl # Resources/Locale/en-US/_strings/store/uplink-catalog.ftl # Resources/Prototypes/Body/Organs/slime.yml # Resources/Prototypes/Catalog/Fills/Backpacks/backpack.yml # Resources/Prototypes/Catalog/Fills/Backpacks/duffelbag.yml # Resources/Prototypes/Catalog/Fills/Boxes/ammunition.yml # Resources/Prototypes/Catalog/Fills/Boxes/emergency.yml # Resources/Prototypes/Catalog/Fills/Crates/antag.yml # Resources/Prototypes/Catalog/Fills/Crates/armory.yml # Resources/Prototypes/Catalog/Fills/Crates/botany.yml # Resources/Prototypes/Catalog/Fills/Crates/fun.yml # Resources/Prototypes/Catalog/Fills/Crates/medical.yml # Resources/Prototypes/Catalog/Fills/Crates/salvage.yml # Resources/Prototypes/Catalog/Fills/Crates/security.yml # Resources/Prototypes/Catalog/Fills/Crates/service.yml # Resources/Prototypes/Catalog/Fills/Crates/syndicate.yml # Resources/Prototypes/Catalog/Fills/Items/belt.yml # Resources/Prototypes/Catalog/Fills/Items/briefcases.yml # Resources/Prototypes/Catalog/Fills/Items/firstaidkits.yml # Resources/Prototypes/Catalog/Fills/Items/toolboxes.yml # Resources/Prototypes/Catalog/Fills/Lockers/dressers.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/theater.yml # Resources/Prototypes/Catalog/uplink_catalog.yml # Resources/Prototypes/Entities/Clothing/Back/backpacks.yml # Resources/Prototypes/Entities/Clothing/Shoes/magboots.yml # Resources/Prototypes/Entities/Debugging/debug_sweps.yml # Resources/Prototypes/Entities/Debugging/stress_test.yml # Resources/Prototypes/Entities/Markers/Spawners/Random/anomaly.yml # Resources/Prototypes/Entities/Markers/Spawners/Random/toy.yml # Resources/Prototypes/Entities/Mobs/Cyborgs/base_borg_chassis.yml # Resources/Prototypes/Entities/Mobs/Cyborgs/xenoborgs.yml # Resources/Prototypes/Entities/Mobs/NPCs/animals.yml # Resources/Prototypes/Entities/Mobs/NPCs/carp.yml # Resources/Prototypes/Entities/Objects/Devices/base_handheld.yml # Resources/Prototypes/Entities/Objects/Fun/Instruments/instruments_misc.yml # Resources/Prototypes/Entities/Objects/Fun/dice_bag.yml # Resources/Prototypes/Entities/Objects/Fun/snap_pops.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/other.yml # Resources/Prototypes/Entities/Objects/Materials/parts.yml # Resources/Prototypes/Entities/Objects/Misc/identification_cards.yml # Resources/Prototypes/Entities/Objects/Misc/subdermal_implants.yml # Resources/Prototypes/Entities/Objects/Shields/shields.yml # Resources/Prototypes/Entities/Objects/Specific/Chapel/bibles.yml # Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/hypospray.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/surgery.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/borg_modules.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/mmi.yml # Resources/Prototypes/Entities/Objects/Specific/Service/barber.yml # Resources/Prototypes/Entities/Objects/Tools/glowstick.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Boxes/antimateriel.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Boxes/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/heavy_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/light_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/shotgun.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/light_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/grenade.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/rifle_light.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/explosives.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/LMGs/lmgs.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Pistols/pistols.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/hitscan.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Rifles/rifles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/SMGs/smgs.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/knife.yml # Resources/Prototypes/Entities/Objects/Weapons/Throwable/grenades.yml # Resources/Prototypes/Entities/Structures/Furniture/dresser.yml # Resources/Prototypes/Entities/Structures/Machines/lathe.yml # Resources/Prototypes/Entities/Structures/Shuttles/cannons.yml # Resources/Prototypes/Entities/Structures/Walls/walls.yml # Resources/Prototypes/GameRules/roundstart.yml # Resources/Prototypes/GameRules/unknown_shuttles.yml # Resources/Prototypes/InventoryTemplates/aghost_inventory_template.yml # Resources/Prototypes/Loadouts/Jobs/Security/security_officer.yml # Resources/Prototypes/Loadouts/loadout_groups.yml # Resources/Prototypes/Loadouts/role_loadouts.yml # Resources/Prototypes/Maps/Pools/default.yml # Resources/Prototypes/Maps/amber.yml # Resources/Prototypes/Maps/oasis.yml # Resources/Prototypes/Maps/reach.yml # Resources/Prototypes/Objectives/objectiveGroups.yml # Resources/Prototypes/Reagents/Consumable/Drink/alcohol.yml # Resources/Prototypes/Reagents/medicine.yml # Resources/Prototypes/Reagents/narcotics.yml # Resources/Prototypes/Reagents/toxins.yml # Resources/Prototypes/Recipes/Reactions/medicine.yml # Resources/Prototypes/Roles/Jobs/Security/head_of_security.yml # Resources/Prototypes/Roles/Jobs/Security/security_cadet.yml # Resources/Prototypes/Roles/Jobs/Security/security_officer.yml # Resources/Prototypes/Roles/Jobs/Security/warden.yml # Resources/Prototypes/Roles/Jobs/Wildcards/zookeeper.yml # Resources/Prototypes/Roles/play_time_trackers.yml # Resources/Prototypes/Shuttles/shuttle_incoming_event.yml # Resources/Prototypes/Species/species_weights.yml # Resources/Prototypes/Store/presets.yml # Resources/Prototypes/ai_factions.yml # Resources/Prototypes/borg_types.yml # Resources/Prototypes/explosion.yml # Resources/Prototypes/game_presets.yml # Resources/Prototypes/lobbyscreens.yml # Resources/Prototypes/silicon-laws.yml # Resources/Textures/Clothing/Back/Duffels/syndicate.rsi/icon-med.png # Resources/Textures/Clothing/Back/Duffels/syndicate.rsi/meta.json # Resources/Textures/Objects/Specific/Mech/mecha.rsi/meta.json # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-broken.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-empty.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-open.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_chassis.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_harness+o.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_harness.png # Resources/Textures/Objects/Specific/Medical/hypospray.rsi/meta.json # Resources/Textures/Objects/Specific/Medical/medical.rsi/meta.json # Resources/Textures/Objects/Weapons/Guns/Projectiles/projectiles.rsi/meta.json # Resources/Textures/Objects/Weapons/Guns/Projectiles/projectiles2.rsi/meta.json # Resources/Textures/Structures/Storage/canister.rsi/meta.json # Resources/Textures/Structures/Storage/tanks.rsi/meta.json # Resources/migration.yml # RobustToolbox # SECURITY.md # SpaceStation14.sln
364 lines
14 KiB
C#
364 lines
14 KiB
C#
using System.Linq;
|
|
using Content.Server.Administration.Logs;
|
|
using Content.Server.Antag;
|
|
using Content.Server.EUI;
|
|
using Content.Server.GameTicking.Rules.Components;
|
|
using Content.Server.Mind;
|
|
using Content.Server.Popups;
|
|
using Content.Server.Revolutionary;
|
|
using Content.Server.Revolutionary.Components;
|
|
using Content.Server.Roles;
|
|
using Content.Server.RoundEnd;
|
|
using Content.Server.Shuttles.Systems;
|
|
using Content.Server.Station.Systems;
|
|
using Content.Server.AlertLevel; // Sunrise-Edit
|
|
using Content.Shared.Database;
|
|
using Content.Shared.Flash;
|
|
using Content.Shared.GameTicking.Components;
|
|
using Content.Shared.Humanoid;
|
|
using Content.Shared.IdentityManagement;
|
|
using Content.Shared.Mind.Components;
|
|
using Content.Shared.Mindshield.Components;
|
|
using Content.Shared.Mobs;
|
|
using Content.Shared.Mobs.Components;
|
|
using Content.Shared.Mobs.Systems;
|
|
using Content.Shared.NPC.Prototypes;
|
|
using Content.Shared.NPC.Systems;
|
|
using Content.Shared.Revolutionary.Components;
|
|
using Content.Shared.Roles.Components;
|
|
using Content.Shared.Stunnable;
|
|
using Content.Shared.Zombies;
|
|
using Robust.Shared.Prototypes;
|
|
using Robust.Shared.Timing;
|
|
using Content.Shared.Cuffs.Components;
|
|
using Robust.Shared.Player;
|
|
using Content.Server.Administration.Managers;
|
|
using Content.Server.Administration.Systems;
|
|
using Content.Shared.Popups;
|
|
|
|
namespace Content.Server.GameTicking.Rules;
|
|
|
|
/// <summary>
|
|
/// Where all the main stuff for Revolutionaries happens (Assigning Head Revs, Command on station, and checking for the game to end.)
|
|
/// </summary>
|
|
public sealed class RevolutionaryRuleSystem : GameRuleSystem<RevolutionaryRuleComponent>
|
|
{
|
|
[Dependency] private readonly AntagSelectionSystem _antag = default!;
|
|
[Dependency] private readonly EmergencyShuttleSystem _emergencyShuttle = default!;
|
|
[Dependency] private readonly EuiManager _euiMan = default!;
|
|
[Dependency] private readonly IAdminLogManager _adminLogManager = default!;
|
|
[Dependency] private readonly IGameTiming _timing = default!;
|
|
[Dependency] private readonly ISharedPlayerManager _player = default!;
|
|
[Dependency] private readonly MindSystem _mind = default!;
|
|
[Dependency] private readonly MobStateSystem _mobState = default!;
|
|
[Dependency] private readonly NpcFactionSystem _npcFaction = default!;
|
|
[Dependency] private readonly PopupSystem _popup = default!;
|
|
[Dependency] private readonly RoleSystem _role = default!;
|
|
[Dependency] private readonly RoundEndSystem _roundEnd = default!;
|
|
[Dependency] private readonly SharedStunSystem _stun = default!;
|
|
[Dependency] private readonly StationSystem _stationSystem = default!;
|
|
[Dependency] private readonly AlertLevelSystem _alertLevel = default!; // Sunrise-Edit
|
|
[Dependency] private readonly AdminVerbSystem _adminVerbSystem = default!;
|
|
[Dependency] private readonly IBanManager _banManager = default!;
|
|
|
|
//Used in OnPostFlash, no reference to the rule component is available
|
|
public readonly ProtoId<NpcFactionPrototype> RevolutionaryNpcFaction = "Revolutionary";
|
|
public readonly ProtoId<NpcFactionPrototype> RevPrototypeId = "Rev";
|
|
private Dictionary<EntityUid, TimeSpan> _scheduledSmites = new();
|
|
|
|
|
|
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
SubscribeLocalEvent<CommandStaffComponent, MobStateChangedEvent>(OnCommandMobStateChanged);
|
|
|
|
SubscribeLocalEvent<HeadRevolutionaryComponent, AfterFlashedEvent>(OnPostFlash);
|
|
SubscribeLocalEvent<HeadRevolutionaryComponent, MobStateChangedEvent>(OnHeadRevMobStateChanged);
|
|
|
|
SubscribeLocalEvent<RevolutionaryRoleComponent, GetBriefingEvent>(OnGetBriefing);
|
|
|
|
}
|
|
|
|
protected override void Started(EntityUid uid, RevolutionaryRuleComponent component, GameRuleComponent gameRule, GameRuleStartedEvent args)
|
|
{
|
|
base.Started(uid, component, gameRule, args);
|
|
component.CommandCheck = _timing.CurTime + component.TimerWait;
|
|
}
|
|
|
|
protected override void ActiveTick(EntityUid uid, RevolutionaryRuleComponent component, GameRuleComponent gameRule, float frameTime)
|
|
{
|
|
base.ActiveTick(uid, component, gameRule, frameTime);
|
|
// Check for command loss or if a banned player needs to be smited.
|
|
if (component.CommandCheck <= _timing.CurTime)
|
|
{
|
|
component.CommandCheck = _timing.CurTime + component.TimerWait;
|
|
|
|
// Check for command loss
|
|
if (CheckCommandLose())
|
|
{
|
|
// Sunrise-Edit-Start
|
|
var stations = _stationSystem.GetStations();
|
|
foreach (var station in stations)
|
|
{
|
|
_alertLevel.SetLevel(station, "epsilon", true, true, true);
|
|
}
|
|
_roundEnd.EndRound();
|
|
// Sunrise-Edit-End
|
|
GameTicker.EndGameRule(uid, gameRule);
|
|
}
|
|
|
|
// Execute scheduled smites for banned players
|
|
if (_scheduledSmites.Count > 0)
|
|
{
|
|
var currentTime = _timing.CurTime;
|
|
foreach (var entity in _scheduledSmites.Keys.ToList().Where(entity => _scheduledSmites[entity] <= currentTime))
|
|
{
|
|
if (EntityManager.EntityExists(entity))
|
|
{
|
|
_adminVerbSystem.RandomDeath(entity);
|
|
}
|
|
_scheduledSmites.Remove(entity);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
protected override void AppendRoundEndText(EntityUid uid,
|
|
RevolutionaryRuleComponent component,
|
|
GameRuleComponent gameRule,
|
|
ref RoundEndTextAppendEvent args)
|
|
{
|
|
base.AppendRoundEndText(uid, component, gameRule, ref args);
|
|
|
|
var revsLost = CheckRevsLose();
|
|
var commandLost = CheckCommandLose();
|
|
// This is (revsLost, commandsLost) concatted together
|
|
// (moony wrote this comment idk what it means)
|
|
var index = (commandLost ? 1 : 0) | (revsLost ? 2 : 0);
|
|
args.AddLine(Loc.GetString(Outcomes[index]));
|
|
|
|
var sessionData = _antag.GetAntagIdentifiers(uid);
|
|
args.AddLine(Loc.GetString("rev-headrev-count", ("initialCount", sessionData.Count)));
|
|
foreach (var (mind, data, name) in sessionData)
|
|
{
|
|
_role.MindHasRole<RevolutionaryRoleComponent>(mind, out var role);
|
|
var count = CompOrNull<RevolutionaryRoleComponent>(role)?.ConvertedCount ?? 0;
|
|
|
|
args.AddLine(Loc.GetString("rev-headrev-name-user",
|
|
("name", name),
|
|
("username", data.UserName),
|
|
("count", count)));
|
|
|
|
// TODO: someone suggested listing all alive? revs maybe implement at some point
|
|
}
|
|
args.AddLine("");
|
|
}
|
|
|
|
private void OnGetBriefing(EntityUid uid, RevolutionaryRoleComponent comp, ref GetBriefingEvent args)
|
|
{
|
|
var ent = args.Mind.Comp.OwnedEntity;
|
|
var head = HasComp<HeadRevolutionaryComponent>(ent);
|
|
args.Append(Loc.GetString(head ? "head-rev-briefing" : "rev-briefing"));
|
|
}
|
|
|
|
/// <summary>
|
|
/// Called when a Head Rev uses a flash in melee to convert somebody else.
|
|
/// </summary>
|
|
private void OnPostFlash(EntityUid uid, HeadRevolutionaryComponent comp, ref AfterFlashedEvent ev)
|
|
{
|
|
if (uid != ev.User || !ev.Melee)
|
|
return;
|
|
|
|
var alwaysConvertible = HasComp<AlwaysRevolutionaryConvertibleComponent>(ev.Target);
|
|
|
|
if (!_mind.TryGetMind(ev.Target, out var mindId, out var mind) && !alwaysConvertible)
|
|
return;
|
|
|
|
if (HasComp<RevolutionaryComponent>(ev.Target) ||
|
|
HasComp<MindShieldComponent>(ev.Target) ||
|
|
HasComp<CommandStaffComponent>(ev.Target) ||
|
|
!HasComp<HumanoidAppearanceComponent>(ev.Target) &&
|
|
!alwaysConvertible ||
|
|
!_mobState.IsAlive(ev.Target) ||
|
|
HasComp<ZombieComponent>(ev.Target))
|
|
{
|
|
return;
|
|
}
|
|
|
|
_npcFaction.AddFaction(ev.Target, RevolutionaryNpcFaction);
|
|
var revComp = EnsureComp<RevolutionaryComponent>(ev.Target);
|
|
|
|
if (ev.User != null)
|
|
{
|
|
_adminLogManager.Add(LogType.Mind,
|
|
LogImpact.Medium,
|
|
$"{ToPrettyString(ev.User.Value)} converted {ToPrettyString(ev.Target)} into a Revolutionary");
|
|
|
|
if (_mind.TryGetMind(ev.User.Value, out var revMindId, out _))
|
|
{
|
|
if (_role.MindHasRole<RevolutionaryRoleComponent>(revMindId, out var role))
|
|
{
|
|
role.Value.Comp2.ConvertedCount++;
|
|
Dirty(role.Value.Owner, role.Value.Comp2);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (mindId == default || !_role.MindHasRole<RevolutionaryRoleComponent>(mindId))
|
|
{
|
|
_role.MindAddRole(mindId, "MindRoleRevolutionary");
|
|
}
|
|
|
|
if (mind is { UserId: not null } && _player.TryGetSessionById(mind.UserId, out var session))
|
|
_antag.SendBriefing(session, Loc.GetString("rev-role-greeting"), Color.Red, revComp.RevStartSound);
|
|
}
|
|
|
|
//TODO: Enemies of the revolution
|
|
private void OnCommandMobStateChanged(EntityUid uid, CommandStaffComponent comp, MobStateChangedEvent ev)
|
|
{
|
|
if (ev.NewMobState == MobState.Dead || ev.NewMobState == MobState.Invalid)
|
|
CheckCommandLose();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Checks if all of command is dead and if so will remove all sec and command jobs if there were any left.
|
|
/// </summary>
|
|
private bool CheckCommandLose()
|
|
{
|
|
var commandList = new List<EntityUid>();
|
|
|
|
var heads = AllEntityQuery<CommandStaffComponent>();
|
|
while (heads.MoveNext(out var id, out _))
|
|
{
|
|
commandList.Add(id);
|
|
}
|
|
|
|
return IsGroupDetainedOrDead(commandList, true, true, true);
|
|
}
|
|
|
|
private void OnHeadRevMobStateChanged(EntityUid uid, HeadRevolutionaryComponent comp, MobStateChangedEvent ev)
|
|
{
|
|
if (ev.NewMobState == MobState.Dead || ev.NewMobState == MobState.Invalid)
|
|
CheckRevsLose();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Checks if all the Head Revs are dead and if so will deconvert all regular revs.
|
|
/// </summary>
|
|
private bool CheckRevsLose()
|
|
{
|
|
var stunTime = TimeSpan.FromSeconds(4);
|
|
var headRevList = new List<EntityUid>();
|
|
|
|
var headRevs = AllEntityQuery<HeadRevolutionaryComponent, MobStateComponent>();
|
|
while (headRevs.MoveNext(out var uid, out _, out _))
|
|
{
|
|
headRevList.Add(uid);
|
|
}
|
|
|
|
// If no Head Revs are alive all normal Revs will lose their Rev status and rejoin Nanotrasen
|
|
// Cuffing Head Revs is not enough - they must be killed.
|
|
if (IsGroupDetainedOrDead(headRevList, false, false, false))
|
|
{
|
|
var rev = AllEntityQuery<RevolutionaryComponent, MindContainerComponent>();
|
|
while (rev.MoveNext(out var uid, out _, out var mc))
|
|
{
|
|
if (HasComp<HeadRevolutionaryComponent>(uid))
|
|
continue;
|
|
|
|
_npcFaction.RemoveFaction(uid, RevolutionaryNpcFaction);
|
|
_stun.TryUpdateParalyzeDuration(uid, stunTime);
|
|
RemCompDeferred<RevolutionaryComponent>(uid);
|
|
_popup.PopupEntity(Loc.GetString("rev-break-control", ("name", Identity.Entity(uid, EntityManager))), uid);
|
|
_adminLogManager.Add(LogType.Mind, LogImpact.Medium, $"{ToPrettyString(uid)} was deconverted due to all Head Revolutionaries dying.");
|
|
|
|
if (!_mind.TryGetMind(uid, out var mindId, out var mind, mc))
|
|
continue;
|
|
|
|
// remove their antag role
|
|
_role.MindRemoveRole<RevolutionaryRoleComponent>(mindId);
|
|
|
|
// make it very obvious to the rev they've been deconverted since
|
|
// they may not see the popup due to antag and/or new player tunnel vision
|
|
if (_player.TryGetSessionById(mind.UserId, out var session))
|
|
_euiMan.OpenEui(new DeconvertedEui(), session);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Will take a group of entities and check if these entities are alive, dead or cuffed.
|
|
/// </summary>
|
|
/// <param name="list">The list of the entities</param>
|
|
/// <param name="checkOffStation">Bool for if you want to check if someone is in space and consider them missing in action. (Won't check when emergency shuttle arrives just in case)</param>
|
|
/// <param name="countCuffed">Bool for if you don't want to count cuffed entities.</param>
|
|
/// <param name="countRevolutionaries">Bool for if you want to count revolutionaries.</param>
|
|
/// <returns></returns>
|
|
private bool IsGroupDetainedOrDead(List<EntityUid> list, bool checkOffStation, bool countCuffed, bool countRevolutionaries)
|
|
{
|
|
var gone = 0;
|
|
|
|
foreach (var entity in list)
|
|
{
|
|
if (TryComp<CuffableComponent>(entity, out var cuffed) && cuffed.CuffedHandCount > 0 && countCuffed)
|
|
{
|
|
gone++;
|
|
continue;
|
|
}
|
|
|
|
if (TryComp<MobStateComponent>(entity, out var state))
|
|
{
|
|
if (state.CurrentState == MobState.Dead || state.CurrentState == MobState.Invalid)
|
|
{
|
|
gone++;
|
|
continue;
|
|
}
|
|
|
|
if (checkOffStation && _stationSystem.GetOwningStation(entity) == null && !_emergencyShuttle.EmergencyShuttleArrived)
|
|
{
|
|
gone++;
|
|
continue;
|
|
}
|
|
}
|
|
//If they don't have the MobStateComponent they might as well be dead.
|
|
else
|
|
{
|
|
gone++;
|
|
continue;
|
|
}
|
|
|
|
if ((HasComp<RevolutionaryComponent>(entity) || HasComp<HeadRevolutionaryComponent>(entity)) && countRevolutionaries)
|
|
{
|
|
gone++;
|
|
continue;
|
|
}
|
|
}
|
|
|
|
return gone == list.Count || list.Count == 0;
|
|
}
|
|
|
|
private void KillDueToBan(EntityUid target)
|
|
{
|
|
_popup.PopupEntity(Loc.GetString("rev-banned"), target, target, PopupType.LargeCaution);
|
|
|
|
var randomDelay = new Random().Next(10, 60); // 10-60 seconds
|
|
var targetTime = _timing.CurTime + TimeSpan.FromSeconds(randomDelay);
|
|
_scheduledSmites[target] = targetTime;
|
|
}
|
|
|
|
private static readonly string[] Outcomes =
|
|
{
|
|
// revs survived and heads survived... how
|
|
"rev-reverse-stalemate",
|
|
// revs won and heads died
|
|
"rev-won",
|
|
// revs lost and heads survived
|
|
"rev-lost",
|
|
// revs lost and heads died
|
|
"rev-stalemate"
|
|
};
|
|
}
|