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RespawnRuleSystem.cs 6.6 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. using Content.Server.Chat.Systems;
  17. namespace Content.Server.GameTicking.Rules;
  18. /// <summary>
  19. /// This handles logic and interactions related to <see cref="RespawnDeadRuleComponent"/>
  20. /// </summary>
  21. public sealed class RespawnRuleSystem : GameRuleSystem<RespawnDeadRuleComponent>
  22. {
  23. [Dependency] private readonly IChatManager _chatManager = default!;
  24. [Dependency] private readonly IGameTiming _timing = default!;
  25. [Dependency] private readonly IPlayerManager _playerManager = default!;
  26. [Dependency] private readonly StationSystem _station = default!;
  27. [Dependency] private readonly ChatSystem _chat = default!;
  28. private bool _announced = false;
  29. /// <inheritdoc/>
  30. public override void Initialize()
  31. {
  32. base.Initialize();
  33. SubscribeLocalEvent<SuicideEvent>(OnSuicide);
  34. SubscribeLocalEvent<MobStateChangedEvent>(OnMobStateChanged);
  35. foreach (var tracker in EntityQuery<RespawnTrackerComponent>())
  36. {
  37. tracker.GlobalTimer = _timing.CurTime + tracker.RespawnDelay;
  38. }
  39. }
  40. public override void Update(float frameTime)
  41. {
  42. base.Update(frameTime);
  43. if (_station.GetStations().FirstOrNull() is not { } station)
  44. return;
  45. foreach (var tracker in EntityQuery<RespawnTrackerComponent>())
  46. {
  47. if (!tracker.Fixed)
  48. {
  49. foreach (var (player, time) in tracker.RespawnQueue)
  50. {
  51. if (_timing.CurTime < time)
  52. continue;
  53. if (!_playerManager.TryGetSessionById(player, out var session))
  54. continue;
  55. //This autorespawner is disabled since people can manually return to the lobby.
  56. //We just check on the spawn event if the player is not in the queue.
  57. //if (session.GetMind() is { } mind && TryComp<MindComponent>(mind, out var mindComp) && mindComp.OwnedEntity.HasValue)
  58. // QueueDel(mindComp.OwnedEntity.Value);
  59. //GameTicker.MakeJoinGame(session, station, silent: true);
  60. tracker.RespawnQueue.Remove(player);
  61. }
  62. }
  63. else
  64. {
  65. if (_timing.CurTime > tracker.GlobalTimer && _announced == false)
  66. {
  67. _announced = true;
  68. var announcementMessage = "Reinforcements are arriving!";
  69. RespawnFixed(tracker);
  70. _chat.DispatchGlobalAnnouncement(announcementMessage, "Round", false, null, Color.Yellow);
  71. tracker.GlobalTimer = _timing.CurTime + tracker.RespawnDelay;
  72. _announced = false;
  73. }
  74. }
  75. }
  76. }
  77. private void RespawnFixed(RespawnTrackerComponent tracker)
  78. {
  79. foreach (var (player, time) in tracker.RespawnQueue)
  80. {
  81. tracker.RespawnQueue.Remove(player);
  82. }
  83. }
  84. private void OnSuicide(SuicideEvent ev)
  85. {
  86. if (!TryComp<ActorComponent>(ev.Victim, out var actor))
  87. return;
  88. var query = EntityQueryEnumerator<RespawnTrackerComponent>();
  89. while (query.MoveNext(out _, out var respawn))
  90. {
  91. if (respawn.Players.Remove(actor.PlayerSession.UserId))
  92. QueueDel(ev.Victim);
  93. }
  94. }
  95. private void OnMobStateChanged(MobStateChangedEvent args)
  96. {
  97. if (args.NewMobState != MobState.Dead)
  98. return;
  99. if (!TryComp<ActorComponent>(args.Target, out var actor))
  100. return;
  101. var query = EntityQueryEnumerator<RespawnDeadRuleComponent, RespawnTrackerComponent, GameRuleComponent>();
  102. while (query.MoveNext(out var uid, out var respawnRule, out var tracker, out var rule))
  103. {
  104. if (!GameTicker.IsGameRuleActive(uid, rule))
  105. continue;
  106. if (respawnRule.AlwaysRespawnDead)
  107. AddToTracker(actor.PlayerSession.UserId, (uid, tracker));
  108. if (RespawnPlayer((args.Target, actor), (uid, tracker)))
  109. break;
  110. }
  111. }
  112. /// <summary>
  113. /// Attempts to directly respawn a player, skipping the lobby screen.
  114. /// </summary>
  115. public bool RespawnPlayer(Entity<ActorComponent> player, Entity<RespawnTrackerComponent> respawnTracker)
  116. {
  117. if (!respawnTracker.Comp.Players.Contains(player.Comp.PlayerSession.UserId) || respawnTracker.Comp.RespawnQueue.ContainsKey(player.Comp.PlayerSession.UserId))
  118. return false;
  119. if (respawnTracker.Comp.RespawnDelay == TimeSpan.Zero)
  120. {
  121. if (_station.GetStations().FirstOrNull() is not { } station)
  122. return false;
  123. if (respawnTracker.Comp.DeleteBody)
  124. QueueDel(player);
  125. GameTicker.MakeJoinGame(player.Comp.PlayerSession, station, silent: true);
  126. return false;
  127. }
  128. var msg = Loc.GetString("rule-respawn-in-seconds", ("second", respawnTracker.Comp.RespawnDelay.TotalSeconds));
  129. var wrappedMsg = Loc.GetString("chat-manager-server-wrap-message", ("message", msg));
  130. _chatManager.ChatMessageToOne(ChatChannel.Server, msg, wrappedMsg, respawnTracker, false, player.Comp.PlayerSession.Channel, Color.LimeGreen);
  131. respawnTracker.Comp.RespawnQueue[player.Comp.PlayerSession.UserId] = _timing.CurTime + respawnTracker.Comp.RespawnDelay;
  132. return true;
  133. }
  134. /// <summary>
  135. /// Adds a given player to the respawn tracker, ensuring that they are respawned if they die.
  136. /// </summary>
  137. public void AddToTracker(Entity<ActorComponent?> player, Entity<RespawnTrackerComponent?> respawnTracker)
  138. {
  139. if (!Resolve(respawnTracker, ref respawnTracker.Comp) || !Resolve(player, ref player.Comp, false))
  140. return;
  141. AddToTracker(player.Comp.PlayerSession.UserId, (respawnTracker, respawnTracker.Comp));
  142. }
  143. /// <summary>
  144. /// Adds a given player to the respawn tracker, ensuring that they are respawned if they die.
  145. /// </summary>
  146. public void AddToTracker(NetUserId id, Entity<RespawnTrackerComponent> tracker)
  147. {
  148. tracker.Comp.Players.Add(id);
  149. }
  150. }