using Content.Server.Administration.Logs; using Content.Server.Antag; using Content.Server.EUI; using Content.Server.Flash; using Content.Server.GameTicking.Rules.Components; using Content.Server.Mind; using Content.Server.Popups; using Content.Server.Revolutionary; using Content.Server.Revolutionary.Components; using Content.Server.Roles; using Content.Server.RoundEnd; using Content.Server.Shuttles.Systems; using Content.Server.Station.Systems; using Content.Shared.Database; using Content.Shared.GameTicking.Components; using Content.Shared.Humanoid; using Content.Shared.IdentityManagement; using Content.Shared.Mind.Components; using Content.Shared.Mindshield.Components; using Content.Shared.Mobs; using Content.Shared.Mobs.Components; using Content.Shared.Mobs.Systems; using Content.Shared.NPC.Prototypes; using Content.Shared.NPC.Systems; using Content.Shared.Revolutionary.Components; using Content.Shared.Stunnable; using Content.Shared.Zombies; using Robust.Shared.Prototypes; using Robust.Shared.Timing; using Content.Shared.Cuffs.Components; namespace Content.Server.GameTicking.Rules; /// /// Where all the main stuff for Revolutionaries happens (Assigning Head Revs, Command on station, and checking for the game to end.) /// public sealed class RevolutionaryRuleSystem : GameRuleSystem { [Dependency] private readonly IAdminLogManager _adminLogManager = default!; [Dependency] private readonly AntagSelectionSystem _antag = default!; [Dependency] private readonly EmergencyShuttleSystem _emergencyShuttle = default!; [Dependency] private readonly EuiManager _euiMan = default!; [Dependency] private readonly MindSystem _mind = default!; [Dependency] private readonly MobStateSystem _mobState = default!; [Dependency] private readonly NpcFactionSystem _npcFaction = default!; [Dependency] private readonly PopupSystem _popup = default!; [Dependency] private readonly RoleSystem _role = default!; [Dependency] private readonly SharedStunSystem _stun = default!; [Dependency] private readonly RoundEndSystem _roundEnd = default!; [Dependency] private readonly StationSystem _stationSystem = default!; [Dependency] private readonly IGameTiming _timing = default!; //Used in OnPostFlash, no reference to the rule component is available public readonly ProtoId RevolutionaryNpcFaction = "Revolutionary"; public readonly ProtoId RevPrototypeId = "Rev"; public override void Initialize() { base.Initialize(); SubscribeLocalEvent(OnCommandMobStateChanged); SubscribeLocalEvent(OnPostFlash); SubscribeLocalEvent(OnHeadRevMobStateChanged); SubscribeLocalEvent(OnGetBriefing); } protected override void Started(EntityUid uid, RevolutionaryRuleComponent component, GameRuleComponent gameRule, GameRuleStartedEvent args) { base.Started(uid, component, gameRule, args); component.CommandCheck = _timing.CurTime + component.TimerWait; } protected override void ActiveTick(EntityUid uid, RevolutionaryRuleComponent component, GameRuleComponent gameRule, float frameTime) { base.ActiveTick(uid, component, gameRule, frameTime); if (component.CommandCheck <= _timing.CurTime) { component.CommandCheck = _timing.CurTime + component.TimerWait; if (CheckCommandLose()) { _roundEnd.DoRoundEndBehavior(RoundEndBehavior.ShuttleCall, component.ShuttleCallTime); GameTicker.EndGameRule(uid, gameRule); } } } protected override void AppendRoundEndText(EntityUid uid, RevolutionaryRuleComponent component, GameRuleComponent gameRule, ref RoundEndTextAppendEvent args) { base.AppendRoundEndText(uid, component, gameRule, ref args); var revsLost = CheckRevsLose(); var commandLost = CheckCommandLose(); // This is (revsLost, commandsLost) concatted together // (moony wrote this comment idk what it means) var index = (commandLost ? 1 : 0) | (revsLost ? 2 : 0); args.AddLine(Loc.GetString(Outcomes[index])); var sessionData = _antag.GetAntagIdentifiers(uid); args.AddLine(Loc.GetString("rev-headrev-count", ("initialCount", sessionData.Count))); foreach (var (mind, data, name) in sessionData) { _role.MindHasRole(mind, out var role); var count = CompOrNull(role)?.ConvertedCount ?? 0; args.AddLine(Loc.GetString("rev-headrev-name-user", ("name", name), ("username", data.UserName), ("count", count))); // TODO: someone suggested listing all alive? revs maybe implement at some point } } private void OnGetBriefing(EntityUid uid, RevolutionaryRoleComponent comp, ref GetBriefingEvent args) { var ent = args.Mind.Comp.OwnedEntity; var head = HasComp(ent); args.Append(Loc.GetString(head ? "head-rev-briefing" : "rev-briefing")); } /// /// Called when a Head Rev uses a flash in melee to convert somebody else. /// private void OnPostFlash(EntityUid uid, HeadRevolutionaryComponent comp, ref AfterFlashedEvent ev) { var alwaysConvertible = HasComp(ev.Target); if (!_mind.TryGetMind(ev.Target, out var mindId, out var mind) && !alwaysConvertible) return; if (HasComp(ev.Target) || HasComp(ev.Target) || !HasComp(ev.Target) && !alwaysConvertible || !_mobState.IsAlive(ev.Target) || HasComp(ev.Target)) { return; } _npcFaction.AddFaction(ev.Target, RevolutionaryNpcFaction); var revComp = EnsureComp(ev.Target); if (ev.User != null) { _adminLogManager.Add(LogType.Mind, LogImpact.Medium, $"{ToPrettyString(ev.User.Value)} converted {ToPrettyString(ev.Target)} into a Revolutionary"); if (_mind.TryGetMind(ev.User.Value, out var revMindId, out _)) { if (_role.MindHasRole(revMindId, out var role)) role.Value.Comp2.ConvertedCount++; } } if (mindId == default || !_role.MindHasRole(mindId)) { _role.MindAddRole(mindId, "MindRoleRevolutionary"); } if (mind?.Session != null) _antag.SendBriefing(mind.Session, Loc.GetString("rev-role-greeting"), Color.Red, null); } //TODO: Enemies of the revolution private void OnCommandMobStateChanged(EntityUid uid, CommandStaffComponent comp, MobStateChangedEvent ev) { if (ev.NewMobState == MobState.Dead || ev.NewMobState == MobState.Invalid) CheckCommandLose(); } /// /// Checks if all of command is dead and if so will remove all sec and command jobs if there were any left. /// private bool CheckCommandLose() { var commandList = new List(); var heads = AllEntityQuery(); while (heads.MoveNext(out var id, out _)) { commandList.Add(id); } return IsGroupDetainedOrDead(commandList, true, true, true); } private void OnHeadRevMobStateChanged(EntityUid uid, HeadRevolutionaryComponent comp, MobStateChangedEvent ev) { if (ev.NewMobState == MobState.Dead || ev.NewMobState == MobState.Invalid) CheckRevsLose(); } /// /// Checks if all the Head Revs are dead and if so will deconvert all regular revs. /// private bool CheckRevsLose() { var stunTime = TimeSpan.FromSeconds(4); var headRevList = new List(); var headRevs = AllEntityQuery(); while (headRevs.MoveNext(out var uid, out _, out _)) { headRevList.Add(uid); } // If no Head Revs are alive all normal Revs will lose their Rev status and rejoin Nanotrasen // Cuffing Head Revs is not enough - they must be killed. if (IsGroupDetainedOrDead(headRevList, false, false, false)) { var rev = AllEntityQuery(); while (rev.MoveNext(out var uid, out _, out var mc)) { if (HasComp(uid)) continue; _npcFaction.RemoveFaction(uid, RevolutionaryNpcFaction); _stun.TryParalyze(uid, stunTime, true); RemCompDeferred(uid); _popup.PopupEntity(Loc.GetString("rev-break-control", ("name", Identity.Entity(uid, EntityManager))), uid); _adminLogManager.Add(LogType.Mind, LogImpact.Medium, $"{ToPrettyString(uid)} was deconverted due to all Head Revolutionaries dying."); if (!_mind.TryGetMind(uid, out var mindId, out _, mc)) continue; // remove their antag role _role.MindTryRemoveRole(mindId); // make it very obvious to the rev they've been deconverted since // they may not see the popup due to antag and/or new player tunnel vision if (_mind.TryGetSession(mindId, out var session)) _euiMan.OpenEui(new DeconvertedEui(), session); } return true; } return false; } /// /// Will take a group of entities and check if these entities are alive, dead or cuffed. /// /// The list of the entities /// Bool for if you want to check if someone is in space and consider them missing in action. (Won't check when emergency shuttle arrives just in case) /// Bool for if you don't want to count cuffed entities. /// Bool for if you want to count revolutionaries. /// private bool IsGroupDetainedOrDead(List list, bool checkOffStation, bool countCuffed, bool countRevolutionaries) { var gone = 0; foreach (var entity in list) { if (TryComp(entity, out var cuffed) && cuffed.CuffedHandCount > 0 && countCuffed) { gone++; continue; } if (TryComp(entity, out var state)) { if (state.CurrentState == MobState.Dead || state.CurrentState == MobState.Invalid) { gone++; continue; } if (checkOffStation && _stationSystem.GetOwningStation(entity) == null && !_emergencyShuttle.EmergencyShuttleArrived) { gone++; continue; } } //If they don't have the MobStateComponent they might as well be dead. else { gone++; continue; } if ((HasComp(entity) || HasComp(entity)) && countRevolutionaries) { gone++; continue; } } return gone == list.Count || list.Count == 0; } private static readonly string[] Outcomes = { // revs survived and heads survived... how "rev-reverse-stalemate", // revs won and heads died "rev-won", // revs lost and heads survived "rev-lost", // revs lost and heads died "rev-stalemate" }; }