Files
wwdpublic/Content.Server/GameTicking/Rules/ThiefRuleSystem.cs
Ed 8bca049ca7 New Thief minor antagonist (#21520)
* start working

* add right-click thief antagins
some architecture restruct

* add meh thief greeting audio

* add thief subgamemode to Traitors gamemode

* add late join thief (not tested yet)
add briefing

* add pacifism

* add Steal tasks to thief

* fix crash thief+traitor on person

* add new condition: collection steal

* add tracking of succes collection objective

* add stamp collection target
remove some boring steal target
add check pulling entity to collection target

* finalize first 2 group objective

* start merging stealing objective systems

* merging

* finish merging. Now traitor steal objective work better

* we don't check the items of pullable sentient entity

* clear naming, enable thief signle item objective start

* objective pack add

* finish with steal item objectives

* convert string to ProtoId<>

* some clean up

* add thieves to revolution game mode

* Update Resources/Locale/en-US/game-ticking/game-presets/preset-thief.ftl

Co-authored-by: Flareguy <78941145+Flareguy@users.noreply.github.com>

* Update Resources/Locale/en-US/game-ticking/game-presets/preset-thief.ftl

Co-authored-by: Flareguy <78941145+Flareguy@users.noreply.github.com>

* update pacifism: fix crashing, monkey-thief without pacified

* adaptive animal briefing, cleaning locales

* add structure steal objectives

* remove RCD target

* add thiefs to manifest, but bug with traitor duplications

* add escape objective

* add chat briefing

* setup animal objective group system

* add animal steal objectives

* add animal objectives notroleconditions

* add morty

* now thief mode has a chance of not launching Now there are a random number of thieves per round from 1 to 3

* 6 hours of trying to fix duplicate tasks. Failure

* added thief pinpointer (buggy)

* start thief backpack UI work

* revert pinpointer for scope reason

* UI continue work

* add thief starter kits content

* remove ERP kit :trollface:

* finally! giving starting items to thief. Now it playable, but still need more work

* clean up

* fix

* fox

* add merged items into thief
new Starting Kit (buggy)

* fix YES antag menu

* objection tweaks

* remove hearts objective, working on spawning things from toolbox

* smug

* fixes

* add race specifier objective condition LAMPS

* meh

* fix fix fix

* the alive

* Adding stamps

* Update backpack.ftl

* Revert1

* Revert ftl

* add voice mask to communicator kit

* Update Resources/Locale/en-US/administration/antag.ftl

Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com>

* Update Resources/Locale/en-US/game-ticking/game-presets/preset-thief.ftl

Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com>

* Update Resources/Locale/en-US/thief/backpack.ftl

Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com>

* Update Resources/Locale/en-US/objectives/conditions/steal.ftl

Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com>

* Update Resources/Locale/en-US/thief/backpack.ftl

Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com>

* Update Resources/Locale/en-US/thief/backpack.ftl

Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com>

* Update Resources/Locale/en-US/thief/backpack.ftl

Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com>

* Update Resources/Locale/en-US/thief/backpack.ftl

Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com>

* Update Resources/Locale/en-US/prototypes/roles/antags.ftl

Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com>

* Update Resources/Locale/en-US/thief/backpack.ftl

Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com>

* update

* fix

* more reusable function, add documentation

* fix doc

* faint fixes

---------

Co-authored-by: Flareguy <78941145+Flareguy@users.noreply.github.com>
Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com>

(cherry picked from commit 144af233c4f4135cccacfa5d50281fce44a1595e)
2024-01-22 18:30:44 +01:00

195 lines
7.0 KiB
C#

using Content.Server.Chat.Managers;
using Content.Server.GameTicking.Rules.Components;
using Content.Server.Mind;
using Content.Server.Objectives;
using Content.Server.Shuttles.Components;
using Content.Server.Roles;
using Content.Shared.Mind;
using Content.Shared.Objectives.Components;
using Content.Shared.Preferences;
using Content.Shared.Roles;
using Content.Shared.Roles.Jobs;
using Robust.Shared.Player;
using Robust.Shared.Random;
using Robust.Shared.Prototypes;
using System.Linq;
using Content.Shared.Humanoid;
using Content.Server.Antag;
using Robust.Server.Audio;
namespace Content.Server.GameTicking.Rules;
public sealed class ThiefRuleSystem : GameRuleSystem<ThiefRuleComponent>
{
[Dependency] private readonly IChatManager _chatManager = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly AntagSelectionSystem _antagSelection = default!;
[Dependency] private readonly AudioSystem _audio = default!;
[Dependency] private readonly MindSystem _mindSystem = default!;
[Dependency] private readonly SharedRoleSystem _roleSystem = default!;
[Dependency] private readonly SharedJobSystem _jobs = default!;
[Dependency] private readonly ObjectivesSystem _objectives = default!;
const string bigObjectiveGroup = "ThiefBigObjectiveGroups";
const string smallObjectiveGroup = "ThiefObjectiveGroups";
const string escapeObjectiveGroup = "ThiefEscapeObjectiveGroups";
private const float BigObjectiveChance = 0.7f;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<RulePlayerJobsAssignedEvent>(OnPlayersSpawned);
SubscribeLocalEvent<ThiefRoleComponent, GetBriefingEvent>(OnGetBriefing);
SubscribeLocalEvent<ThiefRuleComponent, ObjectivesTextGetInfoEvent>(OnObjectivesTextGetInfo);
}
private void OnPlayersSpawned(RulePlayerJobsAssignedEvent ev)
{
var query = EntityQueryEnumerator<ThiefRuleComponent, GameRuleComponent>();
while (query.MoveNext(out var uid, out var thief, out var gameRule))
{
//Chance to not lauch gamerule
if (!_random.Prob(thief.RuleChance))
{
RemComp<ThiefRuleComponent>(uid);
continue;
}
if (!GameTicker.IsGameRuleAdded(uid, gameRule))
continue;
foreach (var player in ev.Players)
{
if (!ev.Profiles.ContainsKey(player.UserId))
continue;
thief.StartCandidates[player] = ev.Profiles[player.UserId];
}
DoThiefStart(thief);
}
}
private void DoThiefStart(ThiefRuleComponent component)
{
if (!component.StartCandidates.Any())
{
Log.Error("There are no players who can become thieves.");
return;
}
var startThiefCount = Math.Min(component.MaxAllowThief, component.StartCandidates.Count);
var thiefPool = _antagSelection.FindPotentialAntags(component.StartCandidates, component.ThiefPrototypeId);
//TO DO: When voxes specifies are added, increase their chance of becoming a thief by 4 times >:)
var selectedThieves = _antagSelection.PickAntag(_random.Next(1, startThiefCount), thiefPool);
foreach(var thief in selectedThieves)
{
MakeThief(thief);
}
}
public bool MakeThief(ICommonSession thief)
{
var thiefRule = EntityQuery<ThiefRuleComponent>().FirstOrDefault();
if (thiefRule == null)
{
GameTicker.StartGameRule("Thief", out var ruleEntity);
thiefRule = Comp<ThiefRuleComponent>(ruleEntity);
}
//checks
if (!_mindSystem.TryGetMind(thief, out var mindId, out var mind))
{
Log.Info("Failed getting mind for picked thief.");
return false;
}
if (HasComp<ThiefRoleComponent>(mindId))
{
Log.Error($"Player {thief.Name} is already a thief.");
return false;
}
if (mind.OwnedEntity is not { } entity)
{
Log.Error("Mind picked for thief did not have an attached entity.");
return false;
}
// Assign thief roles
_roleSystem.MindAddRole(mindId, new ThiefRoleComponent
{
PrototypeId = thiefRule.ThiefPrototypeId
});
// Notificate player about new role assignment
if (_mindSystem.TryGetSession(mindId, out var session))
{
_audio.PlayGlobal(thiefRule.GreetingSound, session);
_chatManager.DispatchServerMessage(session, MakeBriefing(mind.OwnedEntity.Value));
}
// Give thieves their objectives
var difficulty = 0f;
if (_random.Prob(BigObjectiveChance)) // 70% chance to 1 big objective (structure or animal)
{
var objective = _objectives.GetRandomObjective(mindId, mind, bigObjectiveGroup);
if (objective != null)
{
_mindSystem.AddObjective(mindId, mind, objective.Value);
difficulty += Comp<ObjectiveComponent>(objective.Value).Difficulty;
}
}
for (var i = 0; i < thiefRule.MaxStealObjectives && thiefRule.MaxObjectiveDifficulty > difficulty; i++) // Many small objectives
{
var objective = _objectives.GetRandomObjective(mindId, mind, smallObjectiveGroup);
if (objective == null)
continue;
_mindSystem.AddObjective(mindId, mind, objective.Value);
difficulty += Comp<ObjectiveComponent>(objective.Value).Difficulty;
}
//Escape target
var escapeObjective = _objectives.GetRandomObjective(mindId, mind, escapeObjectiveGroup);
if (escapeObjective != null)
_mindSystem.AddObjective(mindId, mind, escapeObjective.Value);
// Give starting items
_antagSelection.GiveAntagBagGear(mind.OwnedEntity.Value, thiefRule.StarterItems);
thiefRule.ThiefMinds.Add(mindId);
return true;
}
//Add mind briefing
private void OnGetBriefing(Entity<ThiefRoleComponent> thief, ref GetBriefingEvent args)
{
if (!TryComp<MindComponent>(thief.Owner, out var mind) || mind.OwnedEntity == null)
return;
args.Append(MakeBriefing(mind.OwnedEntity.Value));
}
private string MakeBriefing(EntityUid thief)
{
var isHuman = HasComp<HumanoidAppearanceComponent>(thief);
var briefing = "\n";
briefing = isHuman
? Loc.GetString("thief-role-greeting-human")
: Loc.GetString("thief-role-greeting-animal");
briefing += "\n \n" + Loc.GetString("thief-role-greeting-equipment") + "\n";
return briefing;
}
private void OnObjectivesTextGetInfo(Entity<ThiefRuleComponent> thiefs, ref ObjectivesTextGetInfoEvent args)
{
args.Minds = thiefs.Comp.ThiefMinds;
args.AgentName = Loc.GetString("thief-round-end-agent-name");
}
}