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@@ -0,0 +1,149 @@
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+using System.Linq;
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+using Content.Server.Administration.Commands;
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+using Content.Server.GameTicking.Rules.Components;
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+using Content.Server.KillTracking;
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+using Content.Server.Mind;
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+using Content.Server.Points;
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+using Content.Server.RoundEnd;
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+using Content.Server.Station.Systems;
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+using Content.Server.NPC.Systems;
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+using Content.Shared.GameTicking;
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+using Content.Shared.GameTicking.Components;
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+using Content.Shared.NPC.Components;
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+using Content.Shared.Points;
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+using Content.Shared.Storage;
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+using Robust.Server.GameObjects;
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+using Robust.Server.Player;
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+using Robust.Shared.Utility;
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+using Content.Shared.NPC.Systems;
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+
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+namespace Content.Server.GameTicking.Rules;
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+
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+/// <summary>
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+/// Manages <see cref="TeamDeathMatchRuleComponent"/>
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+/// </summary>
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+public sealed class TeamDeathMatchRuleSystem : GameRuleSystem<TeamDeathMatchRuleComponent>
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+{
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+ [Dependency] private readonly IPlayerManager _player = default!;
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+ [Dependency] private readonly MindSystem _mind = default!;
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+ [Dependency] private readonly PointSystem _point = default!;
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+ [Dependency] private readonly RespawnRuleSystem _respawn = default!;
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+ [Dependency] private readonly RoundEndSystem _roundEnd = default!;
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+ [Dependency] private readonly StationSpawningSystem _stationSpawning = default!;
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+ [Dependency] private readonly NpcFactionSystem _factionSystem = default!; // Added dependency
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+ [Dependency] private readonly TransformSystem _transform = default!;
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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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+
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+ SubscribeLocalEvent<PlayerBeforeSpawnEvent>(OnBeforeSpawn);
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+ SubscribeLocalEvent<PlayerSpawnCompleteEvent>(OnSpawnComplete);
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+ SubscribeLocalEvent<KillReportedEvent>(OnKillReported);
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+ }
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+
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+ private void OnBeforeSpawn(PlayerBeforeSpawnEvent ev)
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+ {
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+ var query = EntityQueryEnumerator<TeamDeathMatchRuleComponent, RespawnTrackerComponent, GameRuleComponent>();
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+ while (query.MoveNext(out var uid, out var dm, out var tracker, out var rule))
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+ {
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+ if (!GameTicker.IsGameRuleActive(uid, rule))
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+ continue;
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+
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+ var newMind = _mind.CreateMind(ev.Player.UserId, ev.Profile.Name);
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+ _mind.SetUserId(newMind, ev.Player.UserId);
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+
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+ var mobMaybe = _stationSpawning.SpawnPlayerCharacterOnStation(ev.Station, null, ev.Profile);
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+ DebugTools.AssertNotNull(mobMaybe);
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+ var mob = mobMaybe!.Value;
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+
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+ _mind.TransferTo(newMind, mob);
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+ EnsureComp<KillTrackerComponent>(mob);
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+
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+ ev.Handled = true;
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+ break;
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+ }
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+ }
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+
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+ private void OnSpawnComplete(PlayerSpawnCompleteEvent ev)
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+ {
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+ EnsureComp<KillTrackerComponent>(ev.Mob);
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+ var query = EntityQueryEnumerator<TeamDeathMatchRuleComponent, GameRuleComponent>();
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+ while (query.MoveNext(out var uid, out var component, out var rule))
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+ {
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+ if (!GameTicker.IsGameRuleActive(uid, rule))
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+ continue;
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+ if (component.Team1 == "")
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+ {
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+ if (TryComp<NpcFactionMemberComponent>(ev.Mob, out var npc))
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+ {
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+ if (npc.Factions.Count > 0 && npc.Factions.First() != component.Team2)
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+ {
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+ component.Team1 = npc.Factions.First();
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+ }
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+ }
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+ }
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+ if (component.Team2 == "")
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+ {
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+ if (TryComp<NpcFactionMemberComponent>(ev.Mob, out var npc))
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+ {
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+ if (npc.Factions.Count > 0 && npc.Factions.First() != component.Team1)
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+ {
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+ component.Team2 = npc.Factions.First();
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+ }
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+ }
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+ }
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+ }
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+ }
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+
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+ private void OnKillReported(ref KillReportedEvent ev)
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+ {
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+ var query = EntityQueryEnumerator<TeamDeathMatchRuleComponent, GameRuleComponent>();
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+ while (query.MoveNext(out var uid, out var dm, out var rule))
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+ {
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+ if (!GameTicker.IsGameRuleActive(uid, rule))
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+ continue;
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+
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+ // Check if the killed entity is part of either team using FactionSystem
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+ // This avoids potential direct access permission issues with NpcFactionMemberComponent.Factions
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+ if (HasComp<NpcFactionMemberComponent>(ev.Entity)) // Ensure the component exists before checking factions
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+ {
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+ if (_factionSystem.IsMember(ev.Entity, dm.Team1))
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+ {
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+ dm.Team1Deaths += 1;
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+ dm.Team2Kills += 1;
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+ }
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+ else if (_factionSystem.IsMember(ev.Entity, dm.Team2))
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+ {
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+ dm.Team2Deaths += 1;
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+ dm.Team1Kills += 1;
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+ }
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+ }
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+ }
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+ }
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+
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+ protected override void AppendRoundEndText(EntityUid uid, TeamDeathMatchRuleComponent component, GameRuleComponent gameRule, ref RoundEndTextAppendEvent args)
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+ {
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+ // If we are using points, use them to display winner
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+ if (component.Team1Points > 0 && component.Team2Points > 0)
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+ {
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+ if (component.Team1Points > component.Team2Points)
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+ {
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+ args.AddLine($"[color=lime]{component.Team1}[/color] has won!");
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+ }
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+ else if (component.Team1Points < component.Team2Points)
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+ {
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+ args.AddLine($"[color=lime]{component.Team2}[/color] has won!");
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+
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+ }
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+ else
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+ {
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+ args.AddLine("The round ended in a [color=yellow]draw[/color]!");
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+ }
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+ }
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+ args.AddLine("");
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+ args.AddLine($"[color=cyan]{component.Team1}[/color]: {component.Team1Kills} Kills, {component.Team1Deaths} Deaths");
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+ args.AddLine("");
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+ args.AddLine($"[color=cyan]{component.Team2}[/color]: {component.Team2Kills} Kills, {component.Team2Deaths} Deaths");
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+ }
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+}
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