Files
wwdpublic/Content.Server/Antag/MobReplacementRuleSystem.cs
sleepyyapril 885ee5a831 Wizmerge for Station AI (#1351)
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# Description

the adding AI is now up to y'all because i'm not touching loadout code
for name datasets, but it shouldn't be too bad from here

---------

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(cherry picked from commit 93ed70acfeda357133a701f637d3faeec02749bb)
2025-01-14 00:13:42 +03:00

170 lines
6.8 KiB
C#

using System.Numerics;
using Content.Server.Antag.Mimic;
using Content.Server.GameTicking.Rules;
using Content.Server.GameTicking.Rules.Components;
using Content.Shared.GameTicking.Components;
using Content.Shared.VendingMachines;
using Robust.Shared.Map;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Server.GameObjects;
using Robust.Shared.Physics.Systems;
using System.Linq;
using Robust.Shared.Physics;
using Content.Shared.Movement.Components;
using Content.Shared.Damage;
using Content.Server.NPC.HTN;
using Content.Server.NPC;
using Content.Shared.Weapons.Melee;
using Content.Server.Advertise.EntitySystems;
using Content.Server.Advertise.Components;
using Content.Server.Power.Components;
using Content.Shared.CombatMode;
using Content.Server.Station.Systems;
using Content.Server.GameTicking;
using Content.Server.Chat.Systems;
using Content.Server.NPC.Systems;
using Content.Shared.NPC.Systems;
namespace Content.Server.Antag;
public sealed class MobReplacementRuleSystem : GameRuleSystem<MobReplacementRuleComponent>
{
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly StationSystem _station = default!;
[Dependency] private readonly GameTicker _gameTicker = default!;
[Dependency] private readonly ChatSystem _chat = default!;
[Dependency] private readonly IPrototypeManager _prototype = default!;
[Dependency] private readonly IComponentFactory _componentFactory = default!;
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
[Dependency] private readonly NpcFactionSystem _npcFaction = default!;
[Dependency] private readonly NPCSystem _npc = default!;
[Dependency] private readonly TransformSystem _transform = default!;
[Dependency] private readonly AdvertiseSystem _advertise = default!;
protected override void Started(EntityUid uid, MobReplacementRuleComponent component, GameRuleComponent gameRule, GameRuleStartedEvent args)
{
base.Started(uid, component, gameRule, args);
var query = AllEntityQuery<VendingMachineComponent, TransformComponent>();
var spawns = new List<(EntityUid Entity, EntityCoordinates Coordinates)>();
var stations = _gameTicker.GetSpawnableStations();
while (query.MoveNext(out var vendingUid, out _, out var xform))
{
var ownerStation = _station.GetOwningStation(vendingUid);
if (ownerStation == null
|| ownerStation != stations[0])
continue;
// Make sure that we aren't running this on something that is already a mimic
if (HasComp<CombatModeComponent>(vendingUid))
continue;
spawns.Add((vendingUid, xform.Coordinates));
}
if (spawns == null)
//WTF: THE STATION DOESN'T EXIST! WE MUST BE IN A TEST! QUICK, PUT A MIMIC AT 0,0!!!
Spawn(component.Proto, new EntityCoordinates(uid, new Vector2(0, 0)));
else
{
// This is intentionally not clamped. If a server host wants to replace every vending machine in the entire station with a mimic, who am I to stop them?
var k = MathF.MaxMagnitude(component.NumberToReplace, 1);
while (k > 0 && spawns != null && spawns.Count > 0)
{
if (k > 1)
{
var spawnLocation = _random.PickAndTake(spawns);
BuildAMimicWorkshop(spawnLocation.Entity, component);
}
else
{
BuildAMimicWorkshop(spawns[0].Entity, component);
}
if (k == MathF.MaxMagnitude(component.NumberToReplace, 1)
&& component.DoAnnouncement)
_chat.DispatchStationAnnouncement(stations[0], Loc.GetString("station-event-rampant-intelligence-announcement"), playDefaultSound: true,
colorOverride: Color.Red, sender: "Central Command");
k--;
}
}
}
/// It's like Build a Bear, but MURDER
public void BuildAMimicWorkshop(EntityUid uid, MobReplacementRuleComponent component)
{
var metaData = MetaData(uid);
var vendorPrototype = metaData.EntityPrototype;
var mimicProto = _prototype.Index(component.Proto);
var vendorComponents = vendorPrototype?.Components.Keys
.Where(n => n != "Transform" && n != "MetaData")
.Select(name => (name, _componentFactory.GetRegistration(name).Type))
.ToList() ?? new List<(string name, Type type)>();
var mimicComponents = mimicProto?.Components.Keys
.Where(n => n != "Transform" && n != "MetaData")
.Select(name => (name, _componentFactory.GetRegistration(name).Type))
.ToList() ?? new List<(string name, Type type)>();
foreach (var name in mimicComponents.Except(vendorComponents))
{
var newComponent = _componentFactory.GetComponent(name.name);
EntityManager.AddComponent(uid, newComponent);
}
var xform = Transform(uid);
if (xform.Anchored)
_transform.Unanchor(uid, xform);
SetupMimicNPC(uid, component);
if (TryComp<AdvertiseComponent>(uid, out var vendor)
&& component.VendorModify)
SetupMimicVendor(uid, component, vendor);
}
/// This handles getting the entity ready to be a hostile NPC
private void SetupMimicNPC(EntityUid uid, MobReplacementRuleComponent component)
{
_physics.SetBodyType(uid, BodyType.KinematicController);
_npcFaction.AddFaction(uid, "SimpleHostile");
var melee = EnsureComp<MeleeWeaponComponent>(uid);
melee.Angle = 0;
DamageSpecifier dspec = new()
{
DamageDict = new()
{
{ "Blunt", component.MimicMeleeDamage }
}
};
melee.Damage = dspec;
var movementSpeed = EnsureComp<MovementSpeedModifierComponent>(uid);
(movementSpeed.BaseSprintSpeed, movementSpeed.BaseWalkSpeed) = (component.MimicMoveSpeed, component.MimicMoveSpeed);
var htn = EnsureComp<HTNComponent>(uid);
htn.RootTask = new HTNCompoundTask() { Task = component.MimicAIType };
htn.Blackboard.SetValue(NPCBlackboard.NavSmash, component.MimicSmashGlass);
_npc.WakeNPC(uid, htn);
}
/// Handling specific interactions with vending machines
private void SetupMimicVendor(EntityUid uid, MobReplacementRuleComponent mimicComponent, AdvertiseComponent vendorComponent)
{
vendorComponent.MinimumWait = 5;
vendorComponent.MaximumWait = 15;
_advertise.SayAdvertisement(uid, vendorComponent);
if (TryComp<ApcPowerReceiverComponent>(uid, out var aPC))
aPC.NeedsPower = false;
}
}