Delay the selection of traitors at round start. (#13161)
Co-authored-by: Kara <lunarautomaton6@gmail.com>
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@ -8,6 +8,7 @@ using Content.Server.Traitor.Uplink;
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using Content.Server.NPC.Systems;
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using Content.Shared.CCVar;
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using Content.Shared.Dataset;
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using Content.Shared.Preferences;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Roles;
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using Robust.Server.Player;
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@ -17,6 +18,7 @@ using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Utility;
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using Robust.Shared.Timing;
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namespace Content.Server.GameTicking.Rules;
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@ -27,10 +29,14 @@ public sealed class TraitorRuleSystem : GameRuleSystem
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[Dependency] private readonly IConfigurationManager _cfg = default!;
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[Dependency] private readonly IObjectivesManager _objectivesManager = default!;
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[Dependency] private readonly IChatManager _chatManager = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly GameTicker _gameTicker = default!;
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[Dependency] private readonly FactionSystem _faction = default!;
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[Dependency] private readonly MobStateSystem _mobStateSystem = default!;
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[Dependency] private readonly UplinkSystem _uplink = default!;
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[Dependency] private readonly SharedAudioSystem _audioSystem = default!;
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private ISawmill _sawmill = default!;
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public override string Prototype => "Traitor";
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@ -46,21 +52,44 @@ public sealed class TraitorRuleSystem : GameRuleSystem
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private int _playersPerTraitor => _cfg.GetCVar(CCVars.TraitorPlayersPerTraitor);
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private int _maxTraitors => _cfg.GetCVar(CCVars.TraitorMaxTraitors);
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public enum SelectionState
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{
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WaitingForSpawn = 0,
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ReadyToSelect = 1,
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SelectionMade = 2,
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}
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public SelectionState SelectionStatus = SelectionState.WaitingForSpawn;
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private TimeSpan _announceAt = TimeSpan.Zero;
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private Dictionary<IPlayerSession, HumanoidCharacterProfile> _startCandidates = new();
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public override void Initialize()
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{
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base.Initialize();
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_sawmill = Logger.GetSawmill("preset");
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SubscribeLocalEvent<RoundStartAttemptEvent>(OnStartAttempt);
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SubscribeLocalEvent<RulePlayerJobsAssignedEvent>(OnPlayersSpawned);
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SubscribeLocalEvent<PlayerSpawnCompleteEvent>(HandleLatejoin);
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SubscribeLocalEvent<RoundEndTextAppendEvent>(OnRoundEndText);
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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if (SelectionStatus == SelectionState.ReadyToSelect && _gameTiming.CurTime >= _announceAt)
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DoTraitorStart();
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}
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public override void Started(){}
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public override void Ended()
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{
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Traitors.Clear();
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_startCandidates.Clear();
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SelectionStatus = SelectionState.WaitingForSpawn;
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}
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private void OnStartAttempt(RoundStartAttemptEvent ev)
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@ -86,7 +115,6 @@ public sealed class TraitorRuleSystem : GameRuleSystem
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private void MakeCodewords()
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{
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var codewordCount = _cfg.GetCVar(CCVars.TraitorCodewordCount);
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var adjectives = _prototypeManager.Index<DatasetPrototype>("adjectives").Values;
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var verbs = _prototypeManager.Index<DatasetPrototype>("verbs").Values;
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@ -99,24 +127,51 @@ public sealed class TraitorRuleSystem : GameRuleSystem
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}
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}
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private void DoTraitorStart()
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{
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if (!_startCandidates.Any())
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{
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_sawmill.Error("Tried to start Traitor mode without any candidates.");
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return;
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}
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var numTraitors = MathHelper.Clamp(_startCandidates.Count / _playersPerTraitor, 1, _maxTraitors);
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var codewordCount = _cfg.GetCVar(CCVars.TraitorCodewordCount);
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var traitorPool = FindPotentialTraitors(_startCandidates);
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var selectedTraitors = PickTraitors(numTraitors, traitorPool);
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foreach (var traitor in selectedTraitors)
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MakeTraitor(traitor);
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SelectionStatus = SelectionState.SelectionMade;
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}
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private void OnPlayersSpawned(RulePlayerJobsAssignedEvent ev)
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{
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if (!RuleAdded)
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return;
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var numTraitors = MathHelper.Clamp(ev.Players.Length / _playersPerTraitor, 1, _maxTraitors);
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var codewordCount = _cfg.GetCVar(CCVars.TraitorCodewordCount);
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foreach (var player in ev.Players)
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{
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if (!ev.Profiles.ContainsKey(player.UserId))
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continue;
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var traitorPool = FindPotentialTraitors(ev);
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var selectedTraitors = PickTraitors(numTraitors, traitorPool);
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_startCandidates[player] = ev.Profiles[player.UserId];
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}
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foreach (var traitor in selectedTraitors)
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MakeTraitor(traitor);
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var delay = TimeSpan.FromSeconds(
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_cfg.GetCVar(CCVars.TraitorStartDelay) +
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_random.NextFloat(0f, _cfg.GetCVar(CCVars.TraitorStartDelayVariance)));
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_announceAt = _gameTiming.CurTime + delay;
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SelectionStatus = SelectionState.ReadyToSelect;
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}
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public List<IPlayerSession> FindPotentialTraitors(RulePlayerJobsAssignedEvent ev)
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public List<IPlayerSession> FindPotentialTraitors(in Dictionary<IPlayerSession, HumanoidCharacterProfile> candidates)
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{
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var list = new List<IPlayerSession>(ev.Players).Where(x =>
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var list = new List<IPlayerSession>(candidates.Keys).Where(x =>
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x.Data.ContentData()?.Mind?.AllRoles.All(role => role is not Job { CanBeAntag: false }) ?? false
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).ToList();
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@ -124,11 +179,7 @@ public sealed class TraitorRuleSystem : GameRuleSystem
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foreach (var player in list)
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{
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if (!ev.Profiles.ContainsKey(player.UserId))
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{
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continue;
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}
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var profile = ev.Profiles[player.UserId];
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var profile = candidates[player];
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if (profile.AntagPreferences.Contains(TraitorPrototypeID))
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{
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prefList.Add(player);
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@ -136,7 +187,7 @@ public sealed class TraitorRuleSystem : GameRuleSystem
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}
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if (prefList.Count == 0)
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{
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Logger.InfoS("preset", "Insufficient preferred traitors, picking at random.");
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_sawmill.Info("Insufficient preferred traitors, picking at random.");
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prefList = list;
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}
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return prefList;
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@ -147,14 +198,14 @@ public sealed class TraitorRuleSystem : GameRuleSystem
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var results = new List<IPlayerSession>(traitorCount);
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if (prefList.Count == 0)
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{
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Logger.InfoS("preset", "Insufficient ready players to fill up with traitors, stopping the selection.");
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_sawmill.Info("Insufficient ready players to fill up with traitors, stopping the selection.");
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return results;
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}
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for (var i = 0; i < traitorCount; i++)
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{
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results.Add(_random.PickAndTake(prefList));
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Logger.InfoS("preset", "Selected a preferred traitor.");
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_sawmill.Info("Selected a preferred traitor.");
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}
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return results;
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}
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@ -164,7 +215,7 @@ public sealed class TraitorRuleSystem : GameRuleSystem
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var mind = traitor.Data.ContentData()?.Mind;
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if (mind == null)
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{
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Logger.ErrorS("preset", "Failed getting mind for picked traitor.");
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_sawmill.Info("Failed getting mind for picked traitor.");
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return false;
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}
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@ -211,7 +262,7 @@ public sealed class TraitorRuleSystem : GameRuleSystem
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//give traitors their codewords to keep in their character info menu
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traitorRole.Mind.Briefing = Loc.GetString("traitor-role-codewords", ("codewords", string.Join(", ", Codewords)));
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SoundSystem.Play(_addedSound.GetSound(), Filter.Empty().AddPlayer(traitor), AudioParams.Default);
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_audioSystem.PlayGlobal(_addedSound, Filter.Empty().AddPlayer(traitor), false, AudioParams.Default);
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return true;
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}
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@ -233,6 +284,13 @@ public sealed class TraitorRuleSystem : GameRuleSystem
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if (!job.CanBeAntag)
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return;
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// Before the announcement is made, late-joiners are considered the same as players who readied.
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if (SelectionStatus < SelectionState.SelectionMade)
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{
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_startCandidates[ev.Player] = ev.Profile;
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return;
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}
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// the nth player we adjust our probabilities around
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int target = ((_playersPerTraitor * TotalTraitors) + 1);
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@ -352,6 +352,12 @@ namespace Content.Shared.CCVar
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public static readonly CVarDef<int> TraitorMaxPicks =
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CVarDef.Create("traitor.max_picks", 20);
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public static readonly CVarDef<float> TraitorStartDelay =
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CVarDef.Create("traitor.start_delay", 4f * 60f);
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public static readonly CVarDef<float> TraitorStartDelayVariance =
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CVarDef.Create("traitor.start_delay_variance", 3f * 60f);
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/*
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* TraitorDeathMatch
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*/
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