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- using Content.Server.Chat.Managers;
- using Content.Server.Database.Migrations.Postgres;
- using Content.Server.GameTicking.Rules.Components;
- using Content.Server.Station.Systems;
- using Content.Shared.Chat;
- using Content.Shared.GameTicking.Components;
- using Content.Shared.Interaction.Events;
- using Content.Shared.Mind;
- using Content.Shared.Mobs;
- using Content.Shared.Players;
- using Robust.Server.Player;
- using Robust.Shared.Network;
- using Robust.Shared.Player;
- using Robust.Shared.Timing;
- using Robust.Shared.Utility;
- using Content.Server.Chat.Systems;
- namespace Content.Server.GameTicking.Rules;
- /// <summary>
- /// This handles logic and interactions related to <see cref="RespawnDeadRuleComponent"/>
- /// </summary>
- public sealed class RespawnRuleSystem : GameRuleSystem<RespawnDeadRuleComponent>
- {
- [Dependency] private readonly IChatManager _chatManager = default!;
- [Dependency] private readonly IGameTiming _timing = default!;
- [Dependency] private readonly IPlayerManager _playerManager = default!;
- [Dependency] private readonly StationSystem _station = default!;
- [Dependency] private readonly ChatSystem _chat = default!;
- private bool _announced = false;
- /// <inheritdoc/>
- public override void Initialize()
- {
- base.Initialize();
- SubscribeLocalEvent<SuicideEvent>(OnSuicide);
- SubscribeLocalEvent<MobStateChangedEvent>(OnMobStateChanged);
- foreach (var tracker in EntityQuery<RespawnTrackerComponent>())
- {
- tracker.GlobalTimer = _timing.CurTime + tracker.RespawnDelay;
- }
- }
- public override void Update(float frameTime)
- {
- base.Update(frameTime);
- if (_station.GetStations().FirstOrNull() is not { } station)
- return;
- foreach (var tracker in EntityQuery<RespawnTrackerComponent>())
- {
- if (!tracker.Fixed)
- {
- foreach (var (player, time) in tracker.RespawnQueue)
- {
- if (_timing.CurTime < time)
- continue;
- if (!_playerManager.TryGetSessionById(player, out var session))
- continue;
- //This autorespawner is disabled since people can manually return to the lobby.
- //We just check on the spawn event if the player is not in the queue.
- //if (session.GetMind() is { } mind && TryComp<MindComponent>(mind, out var mindComp) && mindComp.OwnedEntity.HasValue)
- // QueueDel(mindComp.OwnedEntity.Value);
- //GameTicker.MakeJoinGame(session, station, silent: true);
- tracker.RespawnQueue.Remove(player);
- }
- }
- else
- {
- if (_timing.CurTime > tracker.GlobalTimer && _announced == false)
- {
- _announced = true;
- var announcementMessage = "Reinforcements are arriving!";
- RespawnFixed(tracker);
- _chat.DispatchGlobalAnnouncement(announcementMessage, "Round", false, null, Color.Yellow);
- tracker.GlobalTimer = _timing.CurTime + tracker.RespawnDelay;
- _announced = false;
- }
- }
- }
- }
- private void RespawnFixed(RespawnTrackerComponent tracker)
- {
- foreach (var (player, time) in tracker.RespawnQueue)
- {
- tracker.RespawnQueue.Remove(player);
- }
- }
- private void OnSuicide(SuicideEvent ev)
- {
- if (!TryComp<ActorComponent>(ev.Victim, out var actor))
- return;
- var query = EntityQueryEnumerator<RespawnDeadRuleComponent, RespawnTrackerComponent, GameRuleComponent>();
- while (query.MoveNext(out var uid, out var respawnRule, out var tracker, out var rule))
- {
- if (!GameTicker.IsGameRuleActive(uid, rule))
- continue;
- if (respawnRule.AlwaysRespawnDead)
- AddToTracker(actor.PlayerSession.UserId, (uid, tracker));
- }
- }
- private void OnMobStateChanged(MobStateChangedEvent args)
- {
- if (args.NewMobState != MobState.Dead)
- return;
- if (!TryComp<ActorComponent>(args.Target, out var actor))
- return;
- var query = EntityQueryEnumerator<RespawnDeadRuleComponent, RespawnTrackerComponent, GameRuleComponent>();
- while (query.MoveNext(out var uid, out var respawnRule, out var tracker, out var rule))
- {
- if (!GameTicker.IsGameRuleActive(uid, rule))
- continue;
- if (respawnRule.AlwaysRespawnDead)
- AddToTracker(actor.PlayerSession.UserId, (uid, tracker));
- if (RespawnPlayer((args.Target, actor), (uid, tracker)))
- break;
- }
- }
- /// <summary>
- /// Attempts to directly respawn a player, skipping the lobby screen.
- /// </summary>
- public bool RespawnPlayer(Entity<ActorComponent> player, Entity<RespawnTrackerComponent> respawnTracker)
- {
- if (!respawnTracker.Comp.Players.Contains(player.Comp.PlayerSession.UserId) || respawnTracker.Comp.RespawnQueue.ContainsKey(player.Comp.PlayerSession.UserId))
- return false;
- if (respawnTracker.Comp.RespawnDelay == TimeSpan.Zero)
- {
- if (_station.GetStations().FirstOrNull() is not { } station)
- return false;
- if (respawnTracker.Comp.DeleteBody)
- QueueDel(player);
- GameTicker.MakeJoinGame(player.Comp.PlayerSession, station, silent: true);
- return false;
- }
- var msg = Loc.GetString("rule-respawn-in-seconds", ("second", respawnTracker.Comp.RespawnDelay.TotalSeconds));
- var wrappedMsg = Loc.GetString("chat-manager-server-wrap-message", ("message", msg));
- _chatManager.ChatMessageToOne(ChatChannel.Server, msg, wrappedMsg, respawnTracker, false, player.Comp.PlayerSession.Channel, Color.LimeGreen);
- respawnTracker.Comp.RespawnQueue[player.Comp.PlayerSession.UserId] = _timing.CurTime + respawnTracker.Comp.RespawnDelay;
- return true;
- }
- /// <summary>
- /// Adds a given player to the respawn tracker, ensuring that they are respawned if they die.
- /// </summary>
- public void AddToTracker(Entity<ActorComponent?> player, Entity<RespawnTrackerComponent?> respawnTracker)
- {
- if (!Resolve(respawnTracker, ref respawnTracker.Comp) || !Resolve(player, ref player.Comp, false))
- return;
- AddToTracker(player.Comp.PlayerSession.UserId, (respawnTracker, respawnTracker.Comp));
- }
- /// <summary>
- /// Adds a given player to the respawn tracker, ensuring that they are respawned if they die.
- /// </summary>
- public void AddToTracker(NetUserId id, Entity<RespawnTrackerComponent> tracker)
- {
- tracker.Comp.Players.Add(id);
- }
- }
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