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