Delta-v/Content.Server/DeltaV/Station/Systems/CaptainStateSystem.cs

170 lines
6.8 KiB
C#

using Content.Server.Chat.Systems;
using Content.Server.DeltaV.Cabinet;
using Content.Server.DeltaV.Station.Components;
using Content.Server.DeltaV.Station.Events;
using Content.Server.GameTicking;
using Content.Server.Station.Components;
using Content.Shared.Access.Components;
using Content.Shared.Access;
using Content.Shared.DeltaV.CCVars;
using Robust.Shared.Configuration;
using Robust.Shared.Prototypes;
using System.Linq;
using Microsoft.CodeAnalysis.CSharp.Syntax;
namespace Content.Server.DeltaV.Station.Systems;
public sealed class CaptainStateSystem : EntitySystem
{
[Dependency] private readonly ChatSystem _chat = default!;
[Dependency] private readonly GameTicker _ticker = default!;
[Dependency] private readonly IConfigurationManager _cfg = default!;
private bool _aaEnabled;
private bool _acoOnDeparture;
private TimeSpan _aaDelay;
private TimeSpan _acoDelay;
public override void Initialize()
{
SubscribeLocalEvent<CaptainStateComponent, PlayerJobAddedEvent>(OnPlayerJobAdded);
SubscribeLocalEvent<CaptainStateComponent, PlayerJobsRemovedEvent>(OnPlayerJobsRemoved);
Subs.CVar(_cfg, DCCVars.AutoUnlockAllAccessEnabled, a => _aaEnabled = a, true);
Subs.CVar(_cfg, DCCVars.RequestAcoOnCaptainDeparture, a => _acoOnDeparture = a, true);
Subs.CVar(_cfg, DCCVars.AutoUnlockAllAccessDelay, a => _aaDelay = TimeSpan.FromMinutes(a), true);
Subs.CVar(_cfg, DCCVars.RequestAcoDelay, a => _acoDelay = TimeSpan.FromMinutes(a), true);
base.Initialize();
}
public override void Update(float frameTime)
{
base.Update(frameTime);
var currentTime = _ticker.RoundDuration(); // Caching to reduce redundant calls
if (currentTime < _acoDelay) // Avoid timing issues. No need to run before _acoDelay is reached anyways.
return;
var query = EntityQueryEnumerator<CaptainStateComponent>();
while (query.MoveNext(out var station, out var captainState))
{
if (captainState.HasCaptain)
HandleHasCaptain(station, captainState);
else
HandleNoCaptain(station, captainState, currentTime);
}
}
private void OnPlayerJobAdded(Entity<CaptainStateComponent> ent, ref PlayerJobAddedEvent args)
{
if (args.JobPrototypeId == "Captain")
{
ent.Comp.IsAAInPlay = true;
ent.Comp.HasCaptain = true;
}
}
private void OnPlayerJobsRemoved(Entity<CaptainStateComponent> ent, ref PlayerJobsRemovedEvent args)
{
if (!TryComp<StationJobsComponent>(ent, out var stationJobs))
return;
if (!args.PlayerJobs.Contains("Captain")) // If the player that left was a captain we need to check if there are any captains left
return;
if (stationJobs.PlayerJobs.Any(playerJobs => playerJobs.Value.Contains("Captain"))) // We check the PlayerJobs if there are any cpatins left
return;
ent.Comp.HasCaptain = false;
if (_acoOnDeparture)
{
_chat.DispatchStationAnnouncement(
ent,
Loc.GetString(ent.Comp.ACORequestNoAAMessage),
colorOverride: Color.Gold);
ent.Comp.IsACORequestActive = true;
}
}
/// <summary>
/// Handles cases for when there is a captain
/// </summary>
/// <param name="station"></param>
/// <param name="captainState"></param>
private void HandleHasCaptain(Entity<CaptainStateComponent?> station, CaptainStateComponent captainState)
{
// If ACO vote has been called we need to cancel and alert to return to normal chain of command
if (!captainState.IsACORequestActive)
return;
_chat.DispatchStationAnnouncement(
station,
Loc.GetString(captainState.RevokeACOMessage),
colorOverride: Color.Gold);
captainState.IsACORequestActive = false;
}
/// <summary>
/// Handles cases for when there is no captain
/// </summary>
/// <param name="station"></param>
/// <param name="captainState"></param>
private void HandleNoCaptain(Entity<CaptainStateComponent?> station, CaptainStateComponent captainState, TimeSpan currentTime)
{
if (CheckACORequest(captainState, currentTime))
{
var message =
CheckUnlockAA(captainState, null)
? captainState.ACORequestWithAAMessage
: captainState.ACORequestNoAAMessage;
_chat.DispatchStationAnnouncement(
station,
Loc.GetString(message, ("minutes", _aaDelay.TotalMinutes)),
colorOverride: Color.Gold);
captainState.IsACORequestActive = true;
}
if (CheckUnlockAA(captainState, currentTime))
{
captainState.IsAAInPlay = true;
_chat.DispatchStationAnnouncement(station, Loc.GetString(captainState.AAUnlockedMessage), colorOverride: Color.Red);
// Extend access of spare id lockers to command so they can access emergency AA
var query = EntityQueryEnumerator<SpareIDSafeComponent>();
while (query.MoveNext(out var spareIDSafe, out _))
{
if (!TryComp<AccessReaderComponent>(spareIDSafe, out var accessReader))
continue;
var accesses = accessReader.AccessLists;
if (accesses.Count <= 0) // Avoid restricting access for readers with no accesses
continue;
// Awful and disgusting but the accessReader has no proper api for adding acceses to readers without awful type casting. See AccessOverriderSystem
accesses.Add(new HashSet<ProtoId<AccessLevelPrototype>> { captainState.ACOAccess });
Dirty(spareIDSafe, accessReader);
RaiseLocalEvent(spareIDSafe, new AccessReaderConfigurationChangedEvent());
}
}
}
/// <summary>
/// Checks the conditions for if an ACO should be requested
/// </summary>
/// <param name="captainState"></param>
/// <returns>True if conditions are met for an ACO to be requested, False otherwise</returns>
private bool CheckACORequest(CaptainStateComponent captainState, TimeSpan currentTime)
{
return !captainState.IsACORequestActive && currentTime > _acoDelay;
}
/// <summary>
/// Checks the conditions for if AA should be unlocked
/// If time is null its condition is ignored
/// </summary>
/// <param name="captainState"></param>
/// <returns>True if conditions are met for AA to be unlocked, False otherwise</returns>
private bool CheckUnlockAA(CaptainStateComponent captainState, TimeSpan? currentTime)
{
if (captainState.IsAAInPlay || !_aaEnabled)
return false;
return currentTime == null || currentTime > _acoDelay + _aaDelay;
}
}