RespawnRuleSystem.cs 5.2 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. if (session.GetMind() is { } mind && TryComp<MindComponent>(mind, out var mindComp) && mindComp.OwnedEntity.HasValue)
  47. QueueDel(mindComp.OwnedEntity.Value);
  48. GameTicker.MakeJoinGame(session, station, silent: true);
  49. tracker.RespawnQueue.Remove(player);
  50. }
  51. }
  52. }
  53. private void OnSuicide(SuicideEvent ev)
  54. {
  55. if (!TryComp<ActorComponent>(ev.Victim, out var actor))
  56. return;
  57. var query = EntityQueryEnumerator<RespawnTrackerComponent>();
  58. while (query.MoveNext(out _, out var respawn))
  59. {
  60. if (respawn.Players.Remove(actor.PlayerSession.UserId))
  61. QueueDel(ev.Victim);
  62. }
  63. }
  64. private void OnMobStateChanged(MobStateChangedEvent args)
  65. {
  66. if (args.NewMobState != MobState.Dead)
  67. return;
  68. if (!TryComp<ActorComponent>(args.Target, out var actor))
  69. return;
  70. var query = EntityQueryEnumerator<RespawnDeadRuleComponent, RespawnTrackerComponent, GameRuleComponent>();
  71. while (query.MoveNext(out var uid, out var respawnRule, out var tracker, out var rule))
  72. {
  73. if (!GameTicker.IsGameRuleActive(uid, rule))
  74. continue;
  75. if (respawnRule.AlwaysRespawnDead)
  76. AddToTracker(actor.PlayerSession.UserId, (uid, tracker));
  77. if (RespawnPlayer((args.Target, actor), (uid, tracker)))
  78. break;
  79. }
  80. }
  81. /// <summary>
  82. /// Attempts to directly respawn a player, skipping the lobby screen.
  83. /// </summary>
  84. public bool RespawnPlayer(Entity<ActorComponent> player, Entity<RespawnTrackerComponent> respawnTracker)
  85. {
  86. if (!respawnTracker.Comp.Players.Contains(player.Comp.PlayerSession.UserId) || respawnTracker.Comp.RespawnQueue.ContainsKey(player.Comp.PlayerSession.UserId))
  87. return false;
  88. if (respawnTracker.Comp.RespawnDelay == TimeSpan.Zero)
  89. {
  90. if (_station.GetStations().FirstOrNull() is not { } station)
  91. return false;
  92. if (respawnTracker.Comp.DeleteBody)
  93. QueueDel(player);
  94. GameTicker.MakeJoinGame(player.Comp.PlayerSession, station, silent: true);
  95. return false;
  96. }
  97. var msg = Loc.GetString("rule-respawn-in-seconds", ("second", respawnTracker.Comp.RespawnDelay.TotalSeconds));
  98. var wrappedMsg = Loc.GetString("chat-manager-server-wrap-message", ("message", msg));
  99. _chatManager.ChatMessageToOne(ChatChannel.Server, msg, wrappedMsg, respawnTracker, false, player.Comp.PlayerSession.Channel, Color.LimeGreen);
  100. respawnTracker.Comp.RespawnQueue[player.Comp.PlayerSession.UserId] = _timing.CurTime + respawnTracker.Comp.RespawnDelay;
  101. return true;
  102. }
  103. /// <summary>
  104. /// Adds a given player to the respawn tracker, ensuring that they are respawned if they die.
  105. /// </summary>
  106. public void AddToTracker(Entity<ActorComponent?> player, Entity<RespawnTrackerComponent?> respawnTracker)
  107. {
  108. if (!Resolve(respawnTracker, ref respawnTracker.Comp) || !Resolve(player, ref player.Comp, false))
  109. return;
  110. AddToTracker(player.Comp.PlayerSession.UserId, (respawnTracker, respawnTracker.Comp));
  111. }
  112. /// <summary>
  113. /// Adds a given player to the respawn tracker, ensuring that they are respawned if they die.
  114. /// </summary>
  115. public void AddToTracker(NetUserId id, Entity<RespawnTrackerComponent> tracker)
  116. {
  117. tracker.Comp.Players.Add(id);
  118. }
  119. }