# 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
601 lines
22 KiB
C#
601 lines
22 KiB
C#
using Content.Server.Antag;
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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.Popups;
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using Content.Server.Roles;
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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.Components;
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using Content.Server.Store.Systems;
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using Content.Shared.GameTicking.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.NPC.Components;
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using Content.Shared.NPC.Systems;
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using Content.Shared.Nuke;
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using Content.Shared.NukeOps;
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using Content.Shared.Roles.Components;
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using Content.Shared.Store;
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using Content.Shared.Tag;
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using Content.Shared.Zombies;
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using Robust.Shared.Map;
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using Robust.Shared.Random;
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using Robust.Shared.Utility;
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using System.Linq;
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using Content.Shared.Station.Components;
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using Content.Server.Traitor.Uplink;
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using Content.Shared.FixedPoint;
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using Content.Shared.Roles;
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using Content.Shared.Store.Components;
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using Robust.Shared.Prototypes;
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namespace Content.Server.GameTicking.Rules;
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public sealed class NukeopsRuleSystem : GameRuleSystem<NukeopsRuleComponent>
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{
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[Dependency] private readonly AntagSelectionSystem _antag = default!;
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[Dependency] private readonly EmergencyShuttleSystem _emergency = default!;
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[Dependency] private readonly NpcFactionSystem _npcFaction = default!;
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[Dependency] private readonly PopupSystem _popupSystem = default!;
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[Dependency] private readonly RoundEndSystem _roundEndSystem = default!;
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[Dependency] private readonly StoreSystem _store = default!;
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[Dependency] private readonly TagSystem _tag = default!;
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[Dependency] private readonly UplinkSystem _uplinkSystem = 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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// Sunrise-Start
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[ValidatePrototypeId<AntagPrototype>]
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private const string CommanderAntagProto = "NukeopsCommander";
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// Sunrise-End
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<NukeExplodedEvent>(OnNukeExploded);
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SubscribeLocalEvent<GameRunLevelChangedEvent>(OnRunLevelChanged);
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SubscribeLocalEvent<NukeDisarmSuccessEvent>(OnNukeDisarm);
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SubscribeLocalEvent<NukeOperativeComponent, ComponentRemove>(OnComponentRemove);
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SubscribeLocalEvent<NukeOperativeComponent, MobStateChangedEvent>(OnMobStateChanged);
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SubscribeLocalEvent<NukeOperativeComponent, EntityZombifiedEvent>(OnOperativeZombified);
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SubscribeLocalEvent<NukeopsRoleComponent, GetBriefingEvent>(OnGetBriefing);
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SubscribeLocalEvent<ConsoleFTLAttemptEvent>(OnShuttleFTLAttempt);
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SubscribeLocalEvent<WarDeclaredEvent>(OnWarDeclared);
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SubscribeLocalEvent<CommunicationConsoleCallShuttleAttemptEvent>(OnShuttleCallAttempt);
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SubscribeLocalEvent<NukeopsRuleComponent, AfterAntagEntitySelectedEvent>(OnAfterAntagEntSelected);
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SubscribeLocalEvent<NukeopsRuleComponent, RuleLoadedGridsEvent>(OnRuleLoadedGrids);
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}
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protected override void Started(EntityUid uid,
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NukeopsRuleComponent component,
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GameRuleComponent gameRule,
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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(component.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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component.TargetStation = RobustRandom.Pick(eligible);
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}
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#region Event Handlers
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protected override void AppendRoundEndText(EntityUid uid,
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NukeopsRuleComponent component,
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GameRuleComponent gameRule,
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ref RoundEndTextAppendEvent args)
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{
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var winText = Loc.GetString($"nukeops-{component.WinType.ToString().ToLower()}");
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args.AddLine(winText);
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foreach (var cond in component.WinConditions)
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{
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var text = Loc.GetString($"nukeops-cond-{cond.ToString().ToLower()}");
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args.AddLine(text);
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}
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args.AddLine(Loc.GetString("nukeops-list-start"));
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var antags = _antag.GetAntagIdentifiers(uid);
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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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private void OnNukeExploded(NukeExplodedEvent ev)
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{
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var query = QueryActiveRules();
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while (query.MoveNext(out var uid, out _, out var nukeops, 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("Nukeops")); // End the round ONLY if the actual gamemode is NukeOps.
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if (!GameTicker.IsGameRuleActive("Nukeops")) // 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("Nukeops")) // 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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{ // 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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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 _, out var nukeops, 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 transitHub = _emergency.GetTransitHubMaps();
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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 && transitHub.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)
|
|
continue;
|
|
|
|
ent.Comp.WinConditions.Add(WinCondition.NukeActiveInStation);
|
|
SetWinType(ent, WinType.OpsMajor);
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (_antag.AllAntagsAlive(ent.Owner))
|
|
{
|
|
SetWinType(ent, WinType.OpsMinor);
|
|
ent.Comp.WinConditions.Add(WinCondition.AllNukiesAlive);
|
|
return;
|
|
}
|
|
|
|
ent.Comp.WinConditions.Add(_antag.AnyAliveAntags(ent.Owner)
|
|
? WinCondition.SomeNukiesAlive
|
|
: WinCondition.AllNukiesDead);
|
|
|
|
var diskAtCentCom = false;
|
|
var diskQuery = AllEntityQuery<NukeDiskComponent, TransformComponent>();
|
|
while (diskQuery.MoveNext(out var diskUid, out _, out var transform))
|
|
{
|
|
diskAtCentCom = transform.MapUid != null && transitHub.Contains(transform.MapUid.Value);
|
|
diskAtCentCom |= _emergency.IsTargetEscaping(diskUid);
|
|
|
|
// TODO: The target station should be stored, and the nuke disk should store its original station.
|
|
// This is fine for now, because we can assume a single station in base SS14.
|
|
break;
|
|
}
|
|
|
|
// If the disk is currently at Central Command, the crew wins - just slightly.
|
|
// This also implies that some nuclear operatives have died.
|
|
SetWinType(ent,
|
|
diskAtCentCom
|
|
? WinType.CrewMinor
|
|
: WinType.OpsMinor);
|
|
ent.Comp.WinConditions.Add(diskAtCentCom
|
|
? WinCondition.NukeDiskOnCentCom
|
|
: WinCondition.NukeDiskNotOnCentCom);
|
|
}
|
|
|
|
private void OnNukeDisarm(NukeDisarmSuccessEvent ev)
|
|
{
|
|
CheckRoundShouldEnd();
|
|
}
|
|
|
|
private void OnComponentRemove(EntityUid uid, NukeOperativeComponent component, ComponentRemove args)
|
|
{
|
|
CheckRoundShouldEnd();
|
|
}
|
|
|
|
private void OnMobStateChanged(EntityUid uid, NukeOperativeComponent component, MobStateChangedEvent ev)
|
|
{
|
|
if (ev.NewMobState == MobState.Dead)
|
|
CheckRoundShouldEnd();
|
|
}
|
|
|
|
private void OnOperativeZombified(EntityUid uid, NukeOperativeComponent component, ref EntityZombifiedEvent args)
|
|
{
|
|
RemCompDeferred(uid, component);
|
|
}
|
|
|
|
private void OnRuleLoadedGrids(Entity<NukeopsRuleComponent> ent, ref RuleLoadedGridsEvent args)
|
|
{
|
|
// Check each nukie shuttle
|
|
var query = EntityQueryEnumerator<NukeOpsShuttleComponent>();
|
|
while (query.MoveNext(out var uid, out var shuttle))
|
|
{
|
|
// Check if the shuttle's mapID is the one that just got loaded for this rule
|
|
if (Transform(uid).MapID == args.Map)
|
|
{
|
|
shuttle.AssociatedRule = ent;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
private void OnShuttleFTLAttempt(ref ConsoleFTLAttemptEvent ev)
|
|
{
|
|
var query = QueryActiveRules();
|
|
while (query.MoveNext(out var uid, out _, out var nukeops, out _))
|
|
{
|
|
if (ev.Uid != GetShuttle((uid, nukeops)))
|
|
continue;
|
|
|
|
if (nukeops.WarDeclaredTime != null)
|
|
{
|
|
var timeAfterDeclaration = Timing.CurTime.Subtract(nukeops.WarDeclaredTime.Value);
|
|
var timeRemain = nukeops.WarNukieArriveDelay.Subtract(timeAfterDeclaration);
|
|
if (timeRemain > TimeSpan.Zero)
|
|
{
|
|
ev.Cancelled = true;
|
|
ev.Reason = Loc.GetString("war-ops-infiltrator-unavailable",
|
|
("time", timeRemain.ToString("mm\\:ss")));
|
|
continue;
|
|
}
|
|
}
|
|
|
|
nukeops.LeftOutpost = true;
|
|
}
|
|
}
|
|
|
|
private void OnShuttleCallAttempt(ref CommunicationConsoleCallShuttleAttemptEvent ev)
|
|
{
|
|
var query = QueryActiveRules();
|
|
while (query.MoveNext(out _, out _, out var nukeops, out _))
|
|
{
|
|
// Can't call while war nukies are preparing to arrive
|
|
if (nukeops is { WarDeclaredTime: not null })
|
|
{
|
|
// Nukies must wait some time after declaration of war to get on the station
|
|
var warTime = Timing.CurTime.Subtract(nukeops.WarDeclaredTime.Value);
|
|
if (warTime < nukeops.WarEvacShuttleDisabled)
|
|
{
|
|
ev.Cancelled = true;
|
|
ev.Reason = Loc.GetString("war-ops-shuttle-call-unavailable");
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
private void OnWarDeclared(ref WarDeclaredEvent ev)
|
|
{
|
|
// TODO: this is VERY awful for multi-nukies
|
|
var query = QueryActiveRules();
|
|
while (query.MoveNext(out var uid, out _, out var nukeops, out _))
|
|
{
|
|
if (nukeops.WarDeclaredTime != null)
|
|
continue;
|
|
|
|
if (TryComp<RuleGridsComponent>(uid, out var grids) && Transform(ev.DeclaratorEntity).MapID != grids.Map)
|
|
continue;
|
|
|
|
var newStatus = GetWarCondition(nukeops, ev.Status);
|
|
ev.Status = newStatus;
|
|
if (newStatus == WarConditionStatus.WarReady)
|
|
{
|
|
nukeops.WarDeclaredTime = Timing.CurTime;
|
|
var timeRemain = nukeops.WarNukieArriveDelay + Timing.CurTime;
|
|
ev.DeclaratorEntity.Comp.ShuttleDisabledTime = timeRemain;
|
|
|
|
DistributeExtraTc((uid, nukeops));
|
|
}
|
|
}
|
|
}
|
|
|
|
#endregion Event Handlers
|
|
|
|
/// <summary>
|
|
/// Returns conditions for war declaration
|
|
/// </summary>
|
|
public WarConditionStatus GetWarCondition(NukeopsRuleComponent nukieRule, WarConditionStatus? oldStatus)
|
|
{
|
|
if (!nukieRule.CanEnableWarOps)
|
|
return WarConditionStatus.NoWarUnknown;
|
|
|
|
if (EntityQuery<NukeopsRoleComponent>().Count() < nukieRule.WarDeclarationMinOps)
|
|
return WarConditionStatus.NoWarSmallCrew;
|
|
|
|
if (nukieRule.LeftOutpost)
|
|
return WarConditionStatus.NoWarShuttleDeparted;
|
|
|
|
if (oldStatus == WarConditionStatus.YesWar)
|
|
return WarConditionStatus.WarReady;
|
|
|
|
return WarConditionStatus.YesWar;
|
|
}
|
|
|
|
private void DistributeExtraTc(Entity<NukeopsRuleComponent> nukieRule)
|
|
{
|
|
var enumerator = EntityQueryEnumerator<StoreComponent>();
|
|
while (enumerator.MoveNext(out var uid, out var component))
|
|
{
|
|
if (!_tag.HasTag(uid, NukeOpsUplinkTagPrototype))
|
|
continue;
|
|
|
|
if (GetOutpost(nukieRule.Owner) is not { } outpost)
|
|
continue;
|
|
|
|
if (Transform(uid).MapID != Transform(outpost).MapID) // Will receive bonus TC only on their start outpost
|
|
continue;
|
|
|
|
_store.TryAddCurrency(new() { { TelecrystalCurrencyPrototype, nukieRule.Comp.WarTcAmountPerNukie * nukieRule.Comp.RoundstartOperatives } }, uid, component); // Sunrise-Edit
|
|
|
|
var msg = Loc.GetString("store-currency-war-boost-given", ("target", uid));
|
|
_popupSystem.PopupEntity(msg, uid);
|
|
}
|
|
}
|
|
|
|
private void SetWinType(Entity<NukeopsRuleComponent> ent, WinType type, bool endRound = true)
|
|
{
|
|
ent.Comp.WinType = type;
|
|
|
|
if (endRound && (type == WinType.CrewMajor || type == WinType.OpsMajor))
|
|
_roundEndSystem.EndRound();
|
|
}
|
|
|
|
private void CheckRoundShouldEnd()
|
|
{
|
|
var query = QueryActiveRules();
|
|
while (query.MoveNext(out var uid, out _, out var nukeops, out _))
|
|
{
|
|
CheckRoundShouldEnd((uid, nukeops));
|
|
}
|
|
}
|
|
|
|
private void CheckRoundShouldEnd(Entity<NukeopsRuleComponent> ent)
|
|
{
|
|
var nukeops = ent.Comp;
|
|
|
|
if (nukeops.WinType == WinType.CrewMajor || nukeops.WinType == WinType.OpsMajor) // Skip this if the round's victor has already been decided.
|
|
return;
|
|
|
|
// If there are any nuclear bombs that are active, immediately return. We're not over yet.
|
|
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;
|
|
}
|
|
|
|
private void OnAfterAntagEntSelected(Entity<NukeopsRuleComponent> ent, ref AfterAntagEntitySelectedEvent args)
|
|
{
|
|
var target = (ent.Comp.TargetStation is not null) ? Name(ent.Comp.TargetStation.Value) : "the target";
|
|
|
|
_antag.SendBriefing(args.Session,
|
|
Loc.GetString("nukeops-welcome",
|
|
("station", target),
|
|
("name", Name(ent))),
|
|
Color.Red,
|
|
ent.Comp.GreetSoundNotification);
|
|
|
|
// Sunrise-Start
|
|
ent.Comp.RoundstartOperatives += 1;
|
|
|
|
if (args.Def.PrefRoles.Contains(CommanderAntagProto))
|
|
{
|
|
var uplink = SetupUplink(args.EntityUid, ent.Comp);
|
|
ent.Comp.UplinkEnt = uplink;
|
|
|
|
if (uplink == null)
|
|
return;
|
|
|
|
var totalTc = ent.Comp.WarTcAmountPerNukie * ent.Comp.RoundstartOperatives;
|
|
var store = EnsureComp<StoreComponent>(uplink.Value);
|
|
_store.TryAddCurrency(
|
|
new Dictionary<string, FixedPoint2> { { TelecrystalCurrencyPrototype, totalTc } },
|
|
uplink.Value,
|
|
store);
|
|
}
|
|
|
|
else if (ent.Comp.UplinkEnt != null)
|
|
{
|
|
var giveTcCount = ent.Comp.WarTcAmountPerNukie;
|
|
var store = EnsureComp<StoreComponent>(ent.Comp.UplinkEnt.Value);
|
|
_store.TryAddCurrency(
|
|
new Dictionary<string, FixedPoint2> { { TelecrystalCurrencyPrototype, giveTcCount } },
|
|
ent.Comp.UplinkEnt.Value,
|
|
store);
|
|
}
|
|
// Sunrise-End
|
|
}
|
|
|
|
// Sunrise-Start
|
|
private EntityUid? SetupUplink(EntityUid user, NukeopsRuleComponent rule)
|
|
{
|
|
var uplink = _uplinkSystem.FindUplinkByTag(user, NukeOpsUplinkTagPrototype);
|
|
if (uplink == null)
|
|
return null;
|
|
|
|
_uplinkSystem.SetUplink(user, uplink.Value, 0, true);
|
|
return uplink;
|
|
}
|
|
// Sunrise-End
|
|
|
|
private void OnGetBriefing(Entity<NukeopsRoleComponent> role, ref GetBriefingEvent args)
|
|
{
|
|
// TODO Different character screen briefing for the 3 nukie types
|
|
args.Append(Loc.GetString("nukeops-briefing"));
|
|
}
|
|
|
|
/// <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;
|
|
}
|
|
}
|