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RespawnRuleSystem.cs 5.4 KB

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  1. using Content.Server.Chat.Managers;
  2. using Content.Server.Database.Migrations.Postgres;
  3. using Content.Server.GameTicking.Rules.Components;
  4. using Content.Server.Station.Systems;
  5. using Content.Shared.Chat;
  6. using Content.Shared.GameTicking.Components;
  7. using Content.Shared.Interaction.Events;
  8. using Content.Shared.Mind;
  9. using Content.Shared.Mobs;
  10. using Content.Shared.Players;
  11. using Robust.Server.Player;
  12. using Robust.Shared.Network;
  13. using Robust.Shared.Player;
  14. using Robust.Shared.Timing;
  15. using Robust.Shared.Utility;
  16. namespace Content.Server.GameTicking.Rules;
  17. /// <summary>
  18. /// This handles logic and interactions related to <see cref="RespawnDeadRuleComponent"/>
  19. /// </summary>
  20. public sealed class RespawnRuleSystem : GameRuleSystem<RespawnDeadRuleComponent>
  21. {
  22. [Dependency] private readonly IChatManager _chatManager = default!;
  23. [Dependency] private readonly IGameTiming _timing = default!;
  24. [Dependency] private readonly IPlayerManager _playerManager = default!;
  25. [Dependency] private readonly StationSystem _station = default!;
  26. /// <inheritdoc/>
  27. public override void Initialize()
  28. {
  29. base.Initialize();
  30. SubscribeLocalEvent<SuicideEvent>(OnSuicide);
  31. SubscribeLocalEvent<MobStateChangedEvent>(OnMobStateChanged);
  32. }
  33. public override void Update(float frameTime)
  34. {
  35. base.Update(frameTime);
  36. if (_station.GetStations().FirstOrNull() is not { } station)
  37. return;
  38. foreach (var tracker in EntityQuery<RespawnTrackerComponent>())
  39. {
  40. foreach (var (player, time) in tracker.RespawnQueue)
  41. {
  42. if (_timing.CurTime < time)
  43. continue;
  44. if (!_playerManager.TryGetSessionById(player, out var session))
  45. continue;
  46. //This autorespawner is disabled since people can manually return to the lobby.
  47. //We just check on the spawn event if the player is not in the queue.
  48. //if (session.GetMind() is { } mind && TryComp<MindComponent>(mind, out var mindComp) && mindComp.OwnedEntity.HasValue)
  49. // QueueDel(mindComp.OwnedEntity.Value);
  50. //GameTicker.MakeJoinGame(session, station, silent: true);
  51. tracker.RespawnQueue.Remove(player);
  52. }
  53. }
  54. }
  55. private void OnSuicide(SuicideEvent ev)
  56. {
  57. if (!TryComp<ActorComponent>(ev.Victim, out var actor))
  58. return;
  59. var query = EntityQueryEnumerator<RespawnTrackerComponent>();
  60. while (query.MoveNext(out _, out var respawn))
  61. {
  62. if (respawn.Players.Remove(actor.PlayerSession.UserId))
  63. QueueDel(ev.Victim);
  64. }
  65. }
  66. private void OnMobStateChanged(MobStateChangedEvent args)
  67. {
  68. if (args.NewMobState != MobState.Dead)
  69. return;
  70. if (!TryComp<ActorComponent>(args.Target, out var actor))
  71. return;
  72. var query = EntityQueryEnumerator<RespawnDeadRuleComponent, RespawnTrackerComponent, GameRuleComponent>();
  73. while (query.MoveNext(out var uid, out var respawnRule, out var tracker, out var rule))
  74. {
  75. if (!GameTicker.IsGameRuleActive(uid, rule))
  76. continue;
  77. if (respawnRule.AlwaysRespawnDead)
  78. AddToTracker(actor.PlayerSession.UserId, (uid, tracker));
  79. if (RespawnPlayer((args.Target, actor), (uid, tracker)))
  80. break;
  81. }
  82. }
  83. /// <summary>
  84. /// Attempts to directly respawn a player, skipping the lobby screen.
  85. /// </summary>
  86. public bool RespawnPlayer(Entity<ActorComponent> player, Entity<RespawnTrackerComponent> respawnTracker)
  87. {
  88. if (!respawnTracker.Comp.Players.Contains(player.Comp.PlayerSession.UserId) || respawnTracker.Comp.RespawnQueue.ContainsKey(player.Comp.PlayerSession.UserId))
  89. return false;
  90. if (respawnTracker.Comp.RespawnDelay == TimeSpan.Zero)
  91. {
  92. if (_station.GetStations().FirstOrNull() is not { } station)
  93. return false;
  94. if (respawnTracker.Comp.DeleteBody)
  95. QueueDel(player);
  96. GameTicker.MakeJoinGame(player.Comp.PlayerSession, station, silent: true);
  97. return false;
  98. }
  99. var msg = Loc.GetString("rule-respawn-in-seconds", ("second", respawnTracker.Comp.RespawnDelay.TotalSeconds));
  100. var wrappedMsg = Loc.GetString("chat-manager-server-wrap-message", ("message", msg));
  101. _chatManager.ChatMessageToOne(ChatChannel.Server, msg, wrappedMsg, respawnTracker, false, player.Comp.PlayerSession.Channel, Color.LimeGreen);
  102. respawnTracker.Comp.RespawnQueue[player.Comp.PlayerSession.UserId] = _timing.CurTime + respawnTracker.Comp.RespawnDelay;
  103. return true;
  104. }
  105. /// <summary>
  106. /// Adds a given player to the respawn tracker, ensuring that they are respawned if they die.
  107. /// </summary>
  108. public void AddToTracker(Entity<ActorComponent?> player, Entity<RespawnTrackerComponent?> respawnTracker)
  109. {
  110. if (!Resolve(respawnTracker, ref respawnTracker.Comp) || !Resolve(player, ref player.Comp, false))
  111. return;
  112. AddToTracker(player.Comp.PlayerSession.UserId, (respawnTracker, respawnTracker.Comp));
  113. }
  114. /// <summary>
  115. /// Adds a given player to the respawn tracker, ensuring that they are respawned if they die.
  116. /// </summary>
  117. public void AddToTracker(NetUserId id, Entity<RespawnTrackerComponent> tracker)
  118. {
  119. tracker.Comp.Players.Add(id);
  120. }
  121. }