Files
wwdpublic/Content.Server/GameTicking/Rules/TraitorRuleSystem.cs
2025-01-13 22:13:51 +03:00

245 lines
9.4 KiB
C#

using Content.Server.Antag;
using Content.Server.GameTicking.Rules.Components;
using Content.Server.Mind;
using Content.Server.NPC.Systems;
using Content.Server.Objectives;
using Content.Server.PDA.Ringer;
using Content.Server.Roles;
using Content.Server.Traitor.Components;
using Content.Server.Traitor.Uplink;
using Content.Shared.GameTicking.Components;
using Content.Shared.Mind;
using Content.Shared.Mobs.Systems;
using Content.Shared.Mood;
using Content.Shared.Objectives.Components;
using Content.Shared.PDA;
using Content.Shared.Roles;
using Content.Shared.Roles.Jobs;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using System.Linq;
using System.Text;
namespace Content.Server.GameTicking.Rules;
public sealed class TraitorRuleSystem : GameRuleSystem<TraitorRuleComponent>
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly NpcFactionSystem _npcFaction = default!;
[Dependency] private readonly AntagSelectionSystem _antag = default!;
[Dependency] private readonly UplinkSystem _uplink = 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!;
[Dependency] private readonly MobStateSystem _mobStateSystem = default!; // WD EDIT
public const int MaxPicks = 20;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<TraitorRuleComponent, AfterAntagEntitySelectedEvent>(AfterEntitySelected);
SubscribeLocalEvent<TraitorRuleComponent, ObjectivesTextGetInfoEvent>(OnObjectivesTextGetInfo);
SubscribeLocalEvent<TraitorRuleComponent, ObjectivesTextPrependEvent>(OnObjectivesTextPrepend);
}
protected override void Added(EntityUid uid, TraitorRuleComponent component, GameRuleComponent gameRule, GameRuleAddedEvent args)
{
base.Added(uid, component, gameRule, args);
MakeCodewords(component);
}
private void AfterEntitySelected(Entity<TraitorRuleComponent> ent, ref AfterAntagEntitySelectedEvent args)
{
MakeTraitor(args.EntityUid, ent);
}
private void MakeCodewords(TraitorRuleComponent component)
{
var adjectives = _prototypeManager.Index(component.CodewordAdjectives).Values;
var verbs = _prototypeManager.Index(component.CodewordVerbs).Values;
var codewordPool = adjectives.Concat(verbs).ToList();
var finalCodewordCount = Math.Min(component.CodewordCount, codewordPool.Count);
component.Codewords = new string[finalCodewordCount];
for (var i = 0; i < finalCodewordCount; i++)
{
component.Codewords[i] = _random.PickAndTake(codewordPool);
}
}
public bool MakeTraitor(EntityUid traitor, TraitorRuleComponent component, bool giveUplink = true, bool giveObjectives = true)
{
//Grab the mind if it wasnt provided
if (!_mindSystem.TryGetMind(traitor, out var mindId, out var mind))
return false;
component.SelectionStatus = TraitorRuleComponent.SelectionState.Started; // WD EDIT
var briefing = Loc.GetString("traitor-role-codewords-short", ("codewords", string.Join(", ", component.Codewords)));
var issuer = _random.Pick(_prototypeManager.Index(component.ObjectiveIssuers).Values);
if (TryComp<AutoTraitorComponent>(traitor, out var autoTraitorComponent))
{
giveUplink = autoTraitorComponent.GiveUplink;
giveObjectives = autoTraitorComponent.GiveObjectives;
}
Note[]? code = null;
if (giveUplink)
{
// Calculate the amount of currency on the uplink.
var startingBalance = component.StartingBalance;
if (_jobs.MindTryGetJob(mindId, out _, out var prototype))
startingBalance = Math.Max(startingBalance - prototype.AntagAdvantage, 0);
// creadth: we need to create uplink for the antag.
// PDA should be in place already
var pda = _uplink.FindUplinkTarget(traitor);
if (pda == null || !_uplink.AddUplink(traitor, startingBalance))
return false;
// Give traitors their codewords and uplink code to keep in their character info menu
code = EnsureComp<RingerUplinkComponent>(pda.Value).Code;
// If giveUplink is false the uplink code part is omitted
briefing = string.Format("{0}\n{1}", briefing,
Loc.GetString("traitor-role-uplink-code-short", ("code", string.Join("-", code).Replace("sharp", "#"))));
}
_antag.SendBriefing(traitor, GenerateBriefing(component.Codewords, code, issuer), null, component.GreetSoundNotification);
component.TraitorMinds.Add(mindId);
// Assign briefing
_roleSystem.MindAddRole(mindId, new RoleBriefingComponent
{
Briefing = briefing
}, mind, true);
// Don't Change the faction, this was stupid.
//_npcFaction.RemoveFaction(traitor, component.NanoTrasenFaction, false);
//_npcFaction.AddFaction(traitor, component.SyndicateFaction);
RaiseLocalEvent(traitor, new MoodEffectEvent("TraitorFocused"));
// Give traitors their objectives
if (giveObjectives)
{
var difficulty = 0f;
for (var pick = 0; pick < MaxPicks && component.MaxDifficulty > difficulty; pick++)
{
var objective = _objectives.GetRandomObjective(mindId, mind, component.ObjectiveGroup);
if (objective == null)
continue;
_mindSystem.AddObjective(mindId, mind, objective.Value);
var adding = Comp<ObjectiveComponent>(objective.Value).Difficulty;
difficulty += adding;
Log.Debug($"Added objective {ToPrettyString(objective):objective} with {adding} difficulty");
}
}
return true;
}
private void OnObjectivesTextGetInfo(EntityUid uid, TraitorRuleComponent comp, ref ObjectivesTextGetInfoEvent args)
{
args.Minds = _antag.GetAntagMindEntityUids(uid);
args.AgentName = Loc.GetString("traitor-round-end-agent-name");
}
private void OnObjectivesTextPrepend(EntityUid uid, TraitorRuleComponent comp, ref ObjectivesTextPrependEvent args)
{
args.Text += "\n" + Loc.GetString("traitor-round-end-codewords", ("codewords", string.Join(", ", comp.Codewords)));
}
private string GenerateBriefing(string[] codewords, Note[]? uplinkCode, string? objectiveIssuer = null)
{
var sb = new StringBuilder();
sb.AppendLine(Loc.GetString("traitor-role-greeting", ("corporation", objectiveIssuer ?? Loc.GetString("objective-issuer-unknown"))));
sb.AppendLine(Loc.GetString("traitor-role-codewords-short", ("codewords", string.Join(", ", codewords))));
if (uplinkCode != null)
sb.AppendLine(Loc.GetString("traitor-role-uplink-code-short", ("code", string.Join("-", uplinkCode).Replace("sharp", "#"))));
return sb.ToString();
}
public List<(EntityUid Id, MindComponent Mind)> GetOtherTraitorMindsAliveAndConnected(MindComponent ourMind)
{
List<(EntityUid Id, MindComponent Mind)> allTraitors = new();
var query = EntityQueryEnumerator<TraitorRuleComponent>();
while (query.MoveNext(out var uid, out var traitor))
{
foreach (var role in GetOtherTraitorMindsAliveAndConnected(ourMind, (uid, traitor)))
{
if (!allTraitors.Contains(role))
allTraitors.Add(role);
}
}
return allTraitors;
}
private List<(EntityUid Id, MindComponent Mind)> GetOtherTraitorMindsAliveAndConnected(MindComponent ourMind, Entity<TraitorRuleComponent> rule)
{
var traitors = new List<(EntityUid Id, MindComponent Mind)>();
foreach (var mind in _antag.GetAntagMinds(rule.Owner))
{
if (mind.Comp == ourMind)
continue;
traitors.Add((mind, mind));
}
return traitors;
}
// WD EDIT START
public List<(EntityUid Id, MindComponent Mind)> GetAllLivingConnectedTraitors()
{
var traitors = new List<(EntityUid Id, MindComponent Mind)>();
var traitorRules = EntityQuery<TraitorRuleComponent>();
foreach (var traitorRule in traitorRules)
{
traitors.AddRange(GetLivingConnectedTraitors(traitorRule));
}
return traitors;
}
private List<(EntityUid Id, MindComponent Mind)> GetLivingConnectedTraitors(TraitorRuleComponent traitorRule)
{
var traitors = new List<(EntityUid Id, MindComponent Mind)>();
foreach (var traitor in traitorRule.TraitorMinds)
{
if (!TryComp(traitor, out MindComponent? mind))
continue;
if (mind.OwnedEntity == null)
continue;
if (mind.Session == null)
continue;
if (!_mobStateSystem.IsAlive(mind.OwnedEntity.Value))
continue;
if (mind.CurrentEntity != mind.OwnedEntity)
continue;
traitors.Add((traitor, mind));
}
return traitors;
}
// WD EDIT END
}