203 lines
6.7 KiB
C#
203 lines
6.7 KiB
C#
using Content.Server._Sunrise.TraitorTarget;
|
|
using Content.Server.Objectives.Components;
|
|
using Content.Server.Revolutionary.Components;
|
|
using Content.Server.Shuttles.Systems;
|
|
using Content.Shared.CCVar;
|
|
using Content.Shared.Humanoid;
|
|
using Content.Shared.Mind;
|
|
using Content.Shared.Mobs.Components;
|
|
using Content.Shared.Mobs.Systems;
|
|
using Content.Shared.Objectives.Components;
|
|
using Content.Shared.Random.Helpers;
|
|
using Content.Shared.Roles;
|
|
using Robust.Shared.Configuration;
|
|
using Robust.Shared.Random;
|
|
|
|
namespace Content.Server.Objectives.Systems;
|
|
|
|
/// <summary>
|
|
/// Handles kill person condition logic and picking random kill targets.
|
|
/// </summary>
|
|
public sealed class KillPersonConditionSystem : EntitySystem
|
|
{
|
|
[Dependency] private readonly EmergencyShuttleSystem _emergencyShuttle = default!;
|
|
[Dependency] private readonly IConfigurationManager _config = default!;
|
|
[Dependency] private readonly IRobustRandom _random = default!;
|
|
[Dependency] private readonly SharedMindSystem _mind = default!;
|
|
[Dependency] private readonly TargetObjectiveSystem _target = default!;
|
|
[Dependency] private readonly MobStateSystem _mobState = default!;
|
|
[Dependency] private readonly SharedRoleSystem _roleSystem = default!;
|
|
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
|
|
SubscribeLocalEvent<KillPersonConditionComponent, ObjectiveGetProgressEvent>(OnGetProgress);
|
|
|
|
SubscribeLocalEvent<PickRandomPersonComponent, ObjectiveAssignedEvent>(OnPersonAssigned);
|
|
|
|
SubscribeLocalEvent<PickRandomHeadComponent, ObjectiveAssignedEvent>(OnHeadAssigned);
|
|
|
|
SubscribeLocalEvent<PickRandomAntagComponent, ObjectiveAssignedEvent>(OnAntagAssigned);
|
|
}
|
|
|
|
private void OnGetProgress(EntityUid uid, KillPersonConditionComponent comp, ref ObjectiveGetProgressEvent args)
|
|
{
|
|
if (!_target.GetTarget(uid, out var target))
|
|
return;
|
|
|
|
args.Progress = GetProgress(target.Value, comp.RequireDead);
|
|
}
|
|
|
|
private void OnPersonAssigned(EntityUid uid, PickRandomPersonComponent comp, ref ObjectiveAssignedEvent args)
|
|
{
|
|
// invalid objective prototype
|
|
if (!TryComp<TargetObjectiveComponent>(uid, out var target))
|
|
{
|
|
args.Cancelled = true;
|
|
return;
|
|
}
|
|
|
|
// target already assigned
|
|
if (target.Target != null)
|
|
return;
|
|
|
|
var allHumans = GetAliveTargetsExcept(args.MindId); // Sunrise-Edit
|
|
|
|
// Can't have multiple objectives to kill the same person
|
|
foreach (var objective in args.Mind.Objectives)
|
|
{
|
|
if (HasComp<KillPersonConditionComponent>(objective) && TryComp<TargetObjectiveComponent>(objective, out var kill))
|
|
{
|
|
allHumans.RemoveWhere(x => x.Owner == kill.Target);
|
|
}
|
|
}
|
|
|
|
// no other humans to kill
|
|
if (allHumans.Count == 0)
|
|
{
|
|
args.Cancelled = true;
|
|
return;
|
|
}
|
|
|
|
_target.SetTarget(uid, args.MindId, _random.Pick(allHumans), target);
|
|
}
|
|
|
|
private void OnHeadAssigned(EntityUid uid, PickRandomHeadComponent comp, ref ObjectiveAssignedEvent args)
|
|
{
|
|
// invalid prototype
|
|
if (!TryComp<TargetObjectiveComponent>(uid, out var target))
|
|
{
|
|
args.Cancelled = true;
|
|
return;
|
|
}
|
|
|
|
// target already assigned
|
|
if (target.Target != null)
|
|
return;
|
|
|
|
// no other humans to kill
|
|
var allHumans = GetAliveTargetsExcept(args.MindId);
|
|
if (allHumans.Count == 0)
|
|
{
|
|
args.Cancelled = true;
|
|
return;
|
|
}
|
|
|
|
var allHeads = new HashSet<Entity<MindComponent>>();
|
|
foreach (var person in allHumans)
|
|
{
|
|
if (TryComp<MindComponent>(person, out var mind) && mind.OwnedEntity is { } ent && HasComp<CommandStaffComponent>(ent))
|
|
allHeads.Add(person);
|
|
}
|
|
|
|
if (allHeads.Count == 0)
|
|
allHeads = allHumans; // fallback to non-head target
|
|
|
|
_target.SetTarget(uid, args.MindId, _random.Pick(allHeads), target);
|
|
}
|
|
|
|
private void OnAntagAssigned(EntityUid uid, PickRandomAntagComponent comp, ref ObjectiveAssignedEvent args)
|
|
{
|
|
if (!TryComp<TargetObjectiveComponent>(uid, out var target))
|
|
{
|
|
args.Cancelled = true;
|
|
return;
|
|
}
|
|
|
|
if (target.Target != null)
|
|
return;
|
|
|
|
var allHumans = GetAliveTargetsExcept(args.MindId);
|
|
if (allHumans.Count == 0)
|
|
{
|
|
args.Cancelled = true;
|
|
return;
|
|
}
|
|
|
|
var allAntags = new HashSet<Entity<MindComponent>>();
|
|
foreach (var person in allHumans)
|
|
{
|
|
if (_roleSystem.MindIsAntagonist(person))
|
|
allAntags.Add(person);
|
|
}
|
|
|
|
if (allAntags.Count == 0)
|
|
{
|
|
args.Cancelled = true;
|
|
return;
|
|
}
|
|
|
|
_target.SetTarget(uid, args.MindId, _random.Pick(allAntags), target);
|
|
}
|
|
|
|
private float GetProgress(EntityUid target, bool requireDead)
|
|
{
|
|
// deleted or gibbed or something, counts as dead
|
|
if (!TryComp<MindComponent>(target, out var mind) || mind.OwnedEntity == null)
|
|
return 1f;
|
|
|
|
// dead is success
|
|
if (_mind.IsCharacterDeadIc(mind))
|
|
return 1f;
|
|
|
|
// if the target has to be dead dead then don't check evac stuff
|
|
if (requireDead)
|
|
return 0f;
|
|
|
|
// if evac is disabled then they really do have to be dead
|
|
if (!_config.GetCVar(CCVars.EmergencyShuttleEnabled))
|
|
return 0f;
|
|
|
|
// target is escaping so you fail
|
|
if (_emergencyShuttle.IsTargetEscaping(mind.OwnedEntity.Value))
|
|
return 0f;
|
|
|
|
// evac has left without the target, greentext since the target is afk in space with a full oxygen tank and coordinates off.
|
|
if (_emergencyShuttle.ShuttlesLeft)
|
|
return 1f;
|
|
|
|
// if evac is still here and target hasn't boarded, show 50% to give you an indicator that you are doing good
|
|
return _emergencyShuttle.EmergencyShuttleArrived ? 0.5f : 0f;
|
|
}
|
|
|
|
// Sunrise-Start
|
|
public HashSet<Entity<MindComponent>> GetAliveTargetsExcept(EntityUid exclude)
|
|
{
|
|
var allTargets = new HashSet<Entity<MindComponent>>();
|
|
|
|
var query = EntityQueryEnumerator<MobStateComponent, AntagTargetComponent, HumanoidAppearanceComponent>();
|
|
while (query.MoveNext(out var uid, out var mobState, out var antagTarget, out _))
|
|
{
|
|
if (!_mind.TryGetMind(uid, out var mind, out var mindComp) ||
|
|
mind == exclude || !_mobState.IsAlive(uid, mobState) ||
|
|
antagTarget.KillerMind != null)
|
|
continue;
|
|
|
|
allTargets.Add(new Entity<MindComponent>(mind, mindComp));
|
|
}
|
|
|
|
return allTargets;
|
|
}
|
|
// Sunrise-End
|
|
}
|