remove GenericAntag completely (#28218)
Co-authored-by: deltanedas <@deltanedas:kde.org> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
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using Content.Server.GameTicking.Rules;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.List;
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namespace Content.Server.GameTicking.Rules.Components;
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/// <summary>
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/// Gamerule for simple antagonists that have fixed objectives.
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/// </summary>
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[RegisterComponent, Access(typeof(GenericAntagRuleSystem))]
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public sealed partial class GenericAntagRuleComponent : Component
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{
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/// <summary>
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/// All antag minds that are using this rule.
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/// </summary>
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[DataField]
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public List<EntityUid> Minds = new();
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/// <summary>
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/// Locale id for the name of the antag used by the roundend summary.
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/// </summary>
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[DataField(required: true), ViewVariables(VVAccess.ReadWrite)]
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public string AgentName = string.Empty;
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/// <summary>
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/// List of objective entity prototypes to add to the antag when a mind is added.
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/// </summary>
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[DataField(required: true)]
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public List<EntProtoId> Objectives = new();
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}
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@ -1,56 +0,0 @@
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using Content.Server.GameTicking.Rules.Components;
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using Content.Server.Objectives;
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using Content.Shared.Mind;
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using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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namespace Content.Server.GameTicking.Rules;
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/// <summary>
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/// Handles round end text for simple antags.
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/// Adding objectives is handled in its own system.
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/// </summary>
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public sealed class GenericAntagRuleSystem : GameRuleSystem<GenericAntagRuleComponent>
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{
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<GenericAntagRuleComponent, ObjectivesTextGetInfoEvent>(OnObjectivesTextGetInfo);
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}
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/// <summary>
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/// Start a simple antag's game rule.
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/// If it is invalid the rule is deleted and null is returned.
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/// </summary>
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public bool StartRule(string rule, EntityUid mindId, [NotNullWhen(true)] out EntityUid? ruleId, [NotNullWhen(true)] out GenericAntagRuleComponent? comp)
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{
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ruleId = GameTicker.AddGameRule(rule);
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if (!TryComp<GenericAntagRuleComponent>(ruleId, out comp))
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{
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Log.Error($"Simple antag rule prototype {rule} is invalid, deleting it.");
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Del(ruleId);
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ruleId = null;
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return false;
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}
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if (!GameTicker.StartGameRule(ruleId.Value))
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{
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Log.Error($"Simple antag rule prototype {rule} failed to start, deleting it.");
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Del(ruleId);
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ruleId = null;
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comp = null;
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return false;
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}
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comp.Minds.Add(mindId);
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return true;
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}
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private void OnObjectivesTextGetInfo(EntityUid uid, GenericAntagRuleComponent comp, ref ObjectivesTextGetInfoEvent args)
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{
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// just temporary until this is deleted
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args.Minds = comp.Minds.Select(mindId => (mindId, Comp<MindComponent>(mindId).CharacterName ?? "?")).ToList();
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args.AgentName = Loc.GetString(comp.AgentName);
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}
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}
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@ -1,30 +0,0 @@
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using Content.Server.GameTicking.Rules.Components;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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namespace Content.Server.GenericAntag;
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/// <summary>
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/// Added to a mob to make it a generic antagonist where all its objectives are fixed.
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/// This is unlike say traitor where it gets objectives picked randomly using difficulty.
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/// </summary>
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/// <remarks>
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/// A GenericAntag is not necessarily an antagonist, that depends on the roles you do or do not add after.
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/// </remarks>
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[RegisterComponent, Access(typeof(GenericAntagSystem))]
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public sealed partial class GenericAntagComponent : Component
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{
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/// <summary>
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/// Gamerule to start when a mind is added.
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/// This must have <see cref="GenericAntagRuleComponent"/> or it will not work.
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/// </summary>
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[DataField(required: true), ViewVariables(VVAccess.ReadWrite)]
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public EntProtoId Rule = string.Empty;
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/// <summary>
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/// The rule that's been spawned.
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/// Used to prevent spawning multiple rules.
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public EntityUid? RuleEntity;
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}
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@ -1,75 +0,0 @@
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using Content.Server.GameTicking.Rules;
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using Content.Shared.Mind;
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using Content.Shared.Mind.Components;
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namespace Content.Server.GenericAntag;
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/// <summary>
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/// Handles adding objectives to <see cref="GenericAntagComponent"/>s.
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/// Roundend summary is handled by <see cref="GenericAntagRuleSystem"/>.
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/// </summary>
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public sealed class GenericAntagSystem : EntitySystem
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{
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[Dependency] private readonly SharedMindSystem _mind = default!;
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[Dependency] private readonly GenericAntagRuleSystem _genericAntagRule = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<GenericAntagComponent, MindAddedMessage>(OnMindAdded);
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}
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private void OnMindAdded(EntityUid uid, GenericAntagComponent comp, MindAddedMessage args)
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{
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if (!TryComp<MindContainerComponent>(uid, out var mindContainer) || mindContainer.Mind == null)
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return;
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var mindId = mindContainer.Mind.Value;
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MakeAntag(uid, mindId, comp);
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}
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/// <summary>
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/// Turns a player into this antagonist.
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/// Does the same thing that having a mind added does, use for antag ctrl.
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/// </summary>
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public void MakeAntag(EntityUid uid, EntityUid mindId, GenericAntagComponent? comp = null, MindComponent? mind = null)
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{
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if (!Resolve(uid, ref comp) || !Resolve(mindId, ref mind))
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return;
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// only add the rule once
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if (comp.RuleEntity != null)
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return;
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// start the rule
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if (!_genericAntagRule.StartRule(comp.Rule, mindId, out comp.RuleEntity, out var rule))
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return;
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// let other systems know the antag was created so they can add briefing, roles, etc.
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// its important that this is before objectives are added since they may depend on roles added here
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var ev = new GenericAntagCreatedEvent(mindId, mind);
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RaiseLocalEvent(uid, ref ev);
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// add the objectives from the rule
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foreach (var id in rule.Objectives)
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{
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_mind.TryAddObjective(mindId, mind, id);
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}
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}
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/// <summary>
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/// DeltaV - used by paradox anomaly
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/// </summary>
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public void MakeAntag(EntityUid uid, string rule)
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{
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AddComp<GenericAntagComponent>(uid).Rule = rule;
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}
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}
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/// <summary>
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/// Event raised on a player's entity after its simple antag rule is started.
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/// Use this to add a briefing, roles, etc.
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/// </summary>
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[ByRefEvent]
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public record struct GenericAntagCreatedEvent(EntityUid MindId, MindComponent Mind);
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@ -1,5 +1,4 @@
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using Content.Server.Body.Components;
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using Content.Server.GenericAntag;
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using Content.Server.Ghost.Roles.Events;
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using Content.Server.Roles;
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using Content.Server.Terminator.Components;
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