# Conflicts: # Content.Server/GameTicking/GameTicker.Spawning.cs # Content.Server/Players/PlayTimeTracking/PlayTimeTrackingSystem.cs # Content.Server/Roles/RoleSystem.cs # Content.Server/Silicons/Laws/SiliconLawSystem.cs # Content.Server/Station/Systems/StationSpawningSystem.cs # Resources/Prototypes/Entities/Objects/Fun/pai.yml # Resources/Prototypes/GameRules/midround.yml # RobustToolbox
161 lines
5.5 KiB
C#
161 lines
5.5 KiB
C#
using System.Linq;
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using Content.Server._Sunrise.TraitorTarget;
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using Content.Server.Objectives.Components;
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using Content.Server.Shuttles.Systems;
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using Content.Shared.CCVar;
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using Content.Shared.Humanoid;
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using Content.Shared.Mind;
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using Content.Shared.Mind.Components;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Objectives.Components;
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using Content.Shared.Roles.Jobs;
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using Robust.Shared.Configuration;
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using Robust.Shared.Random;
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namespace Content.Server.Objectives.Systems;
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/// <summary>
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/// Handles kill person condition logic and picking random kill targets.
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/// </summary>
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public sealed class KillPersonConditionSystem : EntitySystem
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{
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[Dependency] private readonly EmergencyShuttleSystem _emergencyShuttle = default!;
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[Dependency] private readonly IConfigurationManager _config = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly SharedJobSystem _job = default!;
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[Dependency] private readonly SharedMindSystem _mind = default!;
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[Dependency] private readonly TargetObjectiveSystem _target = default!;
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[Dependency] private readonly MobStateSystem _mobState = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<KillPersonConditionComponent, ObjectiveGetProgressEvent>(OnGetProgress);
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SubscribeLocalEvent<PickRandomPersonComponent, ObjectiveAssignedEvent>(OnPersonAssigned);
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SubscribeLocalEvent<PickRandomHeadComponent, ObjectiveAssignedEvent>(OnHeadAssigned);
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}
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private void OnGetProgress(EntityUid uid, KillPersonConditionComponent comp, ref ObjectiveGetProgressEvent args)
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{
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if (!_target.GetTarget(uid, out var target))
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return;
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args.Progress = GetProgress(target.Value, comp.RequireDead);
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}
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private void OnPersonAssigned(EntityUid uid, PickRandomPersonComponent comp, ref ObjectiveAssignedEvent args)
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{
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// invalid objective prototype
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if (!TryComp<TargetObjectiveComponent>(uid, out var target))
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{
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args.Cancelled = true;
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return;
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}
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// target already assigned
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if (target.Target != null)
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return;
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// no other humans to kill
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var allHumans = GetAliveTargetsExcept(args.MindId);
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if (allHumans.Count == 0)
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{
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args.Cancelled = true;
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return;
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}
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_target.SetTarget(uid, _random.Pick(allHumans), target);
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}
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private void OnHeadAssigned(EntityUid uid, PickRandomHeadComponent comp, ref ObjectiveAssignedEvent args)
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{
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// invalid prototype
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if (!TryComp<TargetObjectiveComponent>(uid, out var target))
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{
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args.Cancelled = true;
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return;
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}
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// target already assigned
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if (target.Target != null)
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return;
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// no other humans to kill
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var allHumans = GetAliveTargetsExcept(args.MindId);
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if (allHumans.Count == 0)
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{
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args.Cancelled = true;
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return;
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}
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var allHeads = new List<EntityUid>();
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foreach (var mind in allHumans)
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{
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// RequireAdminNotify used as a cheap way to check for command department
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if (_job.MindTryGetJob(mind, out var prototype) && prototype.RequireAdminNotify)
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allHeads.Add(mind);
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}
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if (allHeads.Count == 0)
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allHeads = allHumans; // fallback to non-head target
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_target.SetTarget(uid, _random.Pick(allHeads), target);
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}
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private float GetProgress(EntityUid target, bool requireDead)
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{
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// deleted or gibbed or something, counts as dead
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if (!TryComp<MindComponent>(target, out var mind) || mind.OwnedEntity == null)
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return 1f;
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// dead is success
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if (_mind.IsCharacterDeadIc(mind))
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return 1f;
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// if the target has to be dead dead then don't check evac stuff
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if (requireDead)
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return 0f;
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// if evac is disabled then they really do have to be dead
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if (!_config.GetCVar(CCVars.EmergencyShuttleEnabled))
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return 0f;
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// target is escaping so you fail
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if (_emergencyShuttle.IsTargetEscaping(mind.OwnedEntity.Value))
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return 0f;
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// evac has left without the target, greentext since the target is afk in space with a full oxygen tank and coordinates off.
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if (_emergencyShuttle.ShuttlesLeft)
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return 1f;
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// if evac is still here and target hasn't boarded, show 50% to give you an indicator that you are doing good
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return _emergencyShuttle.EmergencyShuttleArrived ? 0.5f : 0f;
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}
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public List<EntityUid> GetAliveTargetsExcept(EntityUid exclude)
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{
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var mindQuery = EntityQuery<MindComponent>();
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var allTargets = new List<EntityUid>();
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// HumanoidAppearanceComponent is used to prevent mice, pAIs, etc from being chosen
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var query = EntityQueryEnumerator<MindContainerComponent, MobStateComponent, AntagTargetComponent, HumanoidAppearanceComponent>();
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while (query.MoveNext(out var uid, out var mc, out var mobState, out _, out _))
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{
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// the player needs to have a mind and not be the excluded one
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if (mc.Mind == null || mc.Mind == exclude)
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continue;
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// the player has to be alive
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if (_mobState.IsAlive(uid, mobState))
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allTargets.Add(mc.Mind.Value);
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}
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return allTargets;
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}
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}
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