mirror of
https://github.com/DeltaV-Station/Delta-v.git
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* start working
* add right-click thief antagins
some architecture restruct
* add meh thief greeting audio
* add thief subgamemode to Traitors gamemode
* add late join thief (not tested yet)
add briefing
* add pacifism
* add Steal tasks to thief
* fix crash thief+traitor on person
* add new condition: collection steal
* add tracking of succes collection objective
* add stamp collection target
remove some boring steal target
add check pulling entity to collection target
* finalize first 2 group objective
* start merging stealing objective systems
* merging
* finish merging. Now traitor steal objective work better
* we don't check the items of pullable sentient entity
* clear naming, enable thief signle item objective start
* objective pack add
* finish with steal item objectives
* convert string to ProtoId<>
* some clean up
* add thieves to revolution game mode
* Update Resources/Locale/en-US/game-ticking/game-presets/preset-thief.ftl
Co-authored-by: Flareguy <78941145+Flareguy@users.noreply.github.com>
* Update Resources/Locale/en-US/game-ticking/game-presets/preset-thief.ftl
Co-authored-by: Flareguy <78941145+Flareguy@users.noreply.github.com>
* update pacifism: fix crashing, monkey-thief without pacified
* adaptive animal briefing, cleaning locales
* add structure steal objectives
* remove RCD target
* add thiefs to manifest, but bug with traitor duplications
* add escape objective
* add chat briefing
* setup animal objective group system
* add animal steal objectives
* add animal objectives notroleconditions
* add morty
* now thief mode has a chance of not launching Now there are a random number of thieves per round from 1 to 3
* 6 hours of trying to fix duplicate tasks. Failure
* added thief pinpointer (buggy)
* start thief backpack UI work
* revert pinpointer for scope reason
* UI continue work
* add thief starter kits content
* remove ERP kit :trollface:
* finally! giving starting items to thief. Now it playable, but still need more work
* clean up
* fix
* fox
* add merged items into thief
new Starting Kit (buggy)
* fix YES antag menu
* objection tweaks
* remove hearts objective, working on spawning things from toolbox
* smug
* fixes
* add race specifier objective condition LAMPS
* meh
* fix fix fix
* the alive
* Adding stamps
* Update backpack.ftl
* Revert1
* Revert ftl
* add voice mask to communicator kit
* Update Resources/Locale/en-US/administration/antag.ftl
Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com>
* Update Resources/Locale/en-US/game-ticking/game-presets/preset-thief.ftl
Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com>
* Update Resources/Locale/en-US/thief/backpack.ftl
Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com>
* Update Resources/Locale/en-US/objectives/conditions/steal.ftl
Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com>
* Update Resources/Locale/en-US/thief/backpack.ftl
Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com>
* Update Resources/Locale/en-US/thief/backpack.ftl
Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com>
* Update Resources/Locale/en-US/thief/backpack.ftl
Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com>
* Update Resources/Locale/en-US/thief/backpack.ftl
Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com>
* Update Resources/Locale/en-US/prototypes/roles/antags.ftl
Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com>
* Update Resources/Locale/en-US/thief/backpack.ftl
Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com>
* update
* fix
* more reusable function, add documentation
* fix doc
* faint fixes
---------
Co-authored-by: Flareguy <78941145+Flareguy@users.noreply.github.com>
Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com>
(cherry picked from commit 144af233c4)
176 lines
6.8 KiB
C#
176 lines
6.8 KiB
C#
using Content.Server.Objectives.Components;
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using Content.Server.Objectives.Components.Targets;
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using Content.Shared.Mind;
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using Content.Shared.Objectives.Components;
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using Content.Shared.Objectives.Systems;
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using Robust.Shared.Containers;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Content.Shared.Pulling.Components;
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using Content.Shared.Objectives;
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using Content.Shared.Mind.Components;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Mobs.Components;
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namespace Content.Server.Objectives.Systems;
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public sealed class StealConditionSystem : EntitySystem
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{
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly IPrototypeManager _proto = default!;
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[Dependency] private readonly MetaDataSystem _metaData = default!;
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[Dependency] private readonly MobStateSystem _mobState = default!;
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[Dependency] private readonly SharedObjectivesSystem _objectives = default!;
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private EntityQuery<ContainerManagerComponent> _containerQuery;
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private EntityQuery<MetaDataComponent> _metaQuery;
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public override void Initialize()
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{
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base.Initialize();
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_containerQuery = GetEntityQuery<ContainerManagerComponent>();
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_metaQuery = GetEntityQuery<MetaDataComponent>();
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SubscribeLocalEvent<StealConditionComponent, ObjectiveAssignedEvent>(OnAssigned);
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SubscribeLocalEvent<StealConditionComponent, ObjectiveAfterAssignEvent>(OnAfterAssign);
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SubscribeLocalEvent<StealConditionComponent, ObjectiveGetProgressEvent>(OnGetProgress);
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}
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/// start checks of target acceptability, and generation of start values.
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private void OnAssigned(Entity<StealConditionComponent> condition, ref ObjectiveAssignedEvent args)
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{
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List<StealTargetComponent?> targetList = new();
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// cancel if invalid TargetStealName
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var group = _proto.Index<StealTargetGroupPrototype>(condition.Comp.StealGroup);
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if (group == null)
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{
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args.Cancelled = true;
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Log.Error("StealTargetGroup invalid prototype!");
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return;
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}
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var query = EntityQueryEnumerator<StealTargetComponent>();
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while (query.MoveNext(out var uid, out var target))
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{
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if (condition.Comp.StealGroup != target.StealGroup)
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continue;
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targetList.Add(target);
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}
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// cancel if the required items do not exist
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if (targetList.Count == 0 && condition.Comp.VerifyMapExistance)
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{
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args.Cancelled = true;
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return;
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}
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//setup condition settings
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var maxSize = condition.Comp.VerifyMapExistance
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? Math.Min(targetList.Count, condition.Comp.MaxCollectionSize)
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: condition.Comp.MaxCollectionSize;
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var minSize = condition.Comp.VerifyMapExistance
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? Math.Min(targetList.Count, condition.Comp.MinCollectionSize)
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: condition.Comp.MinCollectionSize;
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condition.Comp.CollectionSize = _random.Next(minSize, maxSize);
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}
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//Set the visual, name, icon for the objective.
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private void OnAfterAssign(Entity<StealConditionComponent> condition, ref ObjectiveAfterAssignEvent args)
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{
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var group = _proto.Index(condition.Comp.StealGroup);
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var title =condition.Comp.OwnerText == null
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? Loc.GetString(condition.Comp.ObjectiveNoOwnerText, ("itemName", group.Name))
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: Loc.GetString(condition.Comp.ObjectiveText, ("owner", Loc.GetString(condition.Comp.OwnerText)), ("itemName", group.Name));
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var description = condition.Comp.CollectionSize > 1
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? Loc.GetString(condition.Comp.DescriptionMultiplyText, ("itemName", group.Name), ("count", condition.Comp.CollectionSize))
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: Loc.GetString(condition.Comp.DescriptionText, ("itemName", group.Name));
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_metaData.SetEntityName(condition.Owner, title, args.Meta);
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_metaData.SetEntityDescription(condition.Owner, description, args.Meta);
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_objectives.SetIcon(condition.Owner, group.Sprite, args.Objective);
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}
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private void OnGetProgress(Entity<StealConditionComponent> condition, ref ObjectiveGetProgressEvent args)
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{
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args.Progress = GetProgress(args.Mind, condition);
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}
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private float GetProgress(MindComponent mind, StealConditionComponent condition)
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{
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if (!_metaQuery.TryGetComponent(mind.OwnedEntity, out var meta))
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return 0;
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if (!_containerQuery.TryGetComponent(mind.OwnedEntity, out var currentManager))
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return 0;
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var stack = new Stack<ContainerManagerComponent>();
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var count = 0;
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//check pulling object
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if (TryComp<SharedPullerComponent>(mind.OwnedEntity, out var pull)) //TO DO: to make the code prettier? don't like the repetition
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{
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var pullid = pull.Pulling;
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if (pullid != null)
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{
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// check if this is the item
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if (CheckStealTarget(pullid.Value, condition)) count++;
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//we don't check the inventories of sentient entity
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if (!TryComp<MindContainerComponent>(pullid, out var pullMind))
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{
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// if it is a container check its contents
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if (_containerQuery.TryGetComponent(pullid, out var containerManager))
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stack.Push(containerManager);
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}
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}
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}
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// recursively check each container for the item
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// checks inventory, bag, implants, etc.
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do
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{
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foreach (var container in currentManager.Containers.Values)
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{
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foreach (var entity in container.ContainedEntities)
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{
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// check if this is the item
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if (CheckStealTarget(entity, condition)) count++; //To Do: add support for stackable items
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// if it is a container check its contents
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if (_containerQuery.TryGetComponent(entity, out var containerManager))
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stack.Push(containerManager);
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}
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}
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} while (stack.TryPop(out currentManager));
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var result = (float) count / (float) condition.CollectionSize;
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result = Math.Clamp(result, 0, 1);
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return result;
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}
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private bool CheckStealTarget(EntityUid entity, StealConditionComponent condition)
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{
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// check if this is the target
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if (!TryComp<StealTargetComponent>(entity, out var target))
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return false;
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if (target.StealGroup != condition.StealGroup)
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return false;
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// check if needed target alive
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if (condition.CheckAlive)
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{
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if (TryComp<MobStateComponent>(entity, out var state))
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{
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if (!_mobState.IsAlive(entity))
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return false;
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}
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}
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return true;
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}
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}
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