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make thief a subgamemode (#25740)
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* add SubGamemodes comp/sys

* remove RuleChance from thief rule

* use SubGamemodes for adding thief rule instead of adding ThiefRule component to random gamemodes

* clean up thief rule prototype

* add better logging + end rule if it fails to start

* march 1st incident

* preset ops

* the dreaded

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>
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deltanedas authored Mar 2, 2024
1 parent 709881f commit 7f060eb
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Showing 7 changed files with 58 additions and 21 deletions.
Original file line number Diff line number Diff line change
@@ -0,0 +1,20 @@
using Content.Server.GameTicking.Rules;
using Content.Shared.Storage;

namespace Content.Server.GameTicking.Rules.Components;

/// <summary>
/// When this gamerule is added it has a chance of adding other gamerules.
/// Since it's done when added and not when started you can still use normal start logic.
/// Used for starting subgamemodes in game presets.
/// </summary>
[RegisterComponent, Access(typeof(SubGamemodesSystem))]
public sealed partial class SubGamemodesComponent : Component
{
/// <summary>
/// Spawn entries for each gamerule prototype.
/// Use orGroups if you want to limit rules.
/// </summary>
[DataField(required: true)]
public List<EntitySpawnEntry> Rules = new();
}
Original file line number Diff line number Diff line change
Expand Up @@ -29,12 +29,6 @@ public sealed partial class ThiefRuleComponent : Component
[DataField]
public bool PacifistThieves = true;

/// <summary>
/// A chance for this mode to be added to the game.
/// </summary>
[DataField]
public float RuleChance = 1f;

[DataField]
public ProtoId<AntagPrototype> ThiefPrototypeId = "Thief";

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17 changes: 17 additions & 0 deletions Content.Server/GameTicking/Rules/SubGamemodesSystem.cs
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@@ -0,0 +1,17 @@
using Content.Server.GameTicking.Rules.Components;
using Content.Shared.Storage;

namespace Content.Server.GameTicking.Rules;

public sealed class SubGamemodesSystem : GameRuleSystem<SubGamemodesComponent>
{
protected override void Added(EntityUid uid, SubGamemodesComponent comp, GameRuleComponent rule, GameRuleAddedEvent args)
{
var picked = EntitySpawnCollection.GetSpawns(comp.Rules, RobustRandom);
foreach (var id in picked)
{
Log.Info($"Starting gamerule {id} as a subgamemode of {ToPrettyString(uid):rule}");
GameTicker.AddGameRule(id);
}
}
}
10 changes: 5 additions & 5 deletions Content.Server/GameTicking/Rules/ThiefRuleSystem.cs
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Expand Up @@ -37,19 +37,19 @@ public override void Initialize()
private void OnPlayersSpawned(RulePlayerJobsAssignedEvent ev)
{
var query = QueryActiveRules();
while (query.MoveNext(out _, out var comp, out _))
while (query.MoveNext(out var uid, out _, out var comp, out var gameRule))
{
//Chance to not launch the game rule
if (!_random.Prob(comp.RuleChance))
continue;

//Get all players eligible for this role, allow selecting existing antags
//TO DO: When voxes specifies are added, increase their chance of becoming a thief by 4 times >:)
var eligiblePlayers = _antagSelection.GetEligiblePlayers(ev.Players, comp.ThiefPrototypeId, acceptableAntags: AntagAcceptability.All, allowNonHumanoids: true);

//Abort if there are none
if (eligiblePlayers.Count == 0)
{
Log.Warning($"No eligible thieves found, ending game rule {ToPrettyString(uid):rule}");
GameTicker.EndGameRule(uid, gameRule);
continue;
}

//Calculate number of thieves to choose
var thiefCount = _random.Next(1, comp.MaxAllowThief + 1);
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7 changes: 3 additions & 4 deletions Resources/Prototypes/GameRules/midround.yml
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Expand Up @@ -28,13 +28,12 @@
- CarpRiftsObjective
- DragonSurviveObjective

# need for admin panel antag create (because the rule doesn't have a roundstart entity like TraitorRule)
- type: entity
id: Thief
parent: BaseGameRule
noSpawn: true
parent: BaseGameRule
id: Thief
components:
- type: ThiefRule
- type: ThiefRule

- type: entity
noSpawn: true
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16 changes: 10 additions & 6 deletions Resources/Prototypes/GameRules/roundstart.yml
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Expand Up @@ -5,6 +5,16 @@
components:
- type: GameRule

- type: entity
noSpawn: true
parent: BaseGameRule
id: SubGamemodesRule
components:
- type: SubGamemodes
rules:
- id: Thief
prob: 0.5

- type: entity
id: DeathMatch31
parent: BaseGameRule
Expand Down Expand Up @@ -62,8 +72,6 @@
minPlayers: 20
- type: NukeopsRule
faction: Syndicate
- type: ThiefRule #the thieves come as an extension of another gamemode
ruleChance: 0.5

- type: entity
id: Pirates
Expand All @@ -78,17 +86,13 @@
noSpawn: true
components:
- type: TraitorRule
- type: ThiefRule #the thieves come as an extension of another gamemode
ruleChance: 0.5

- type: entity
id: Revolutionary
parent: BaseGameRule
noSpawn: true
components:
- type: RevolutionaryRule
- type: ThiefRule #the thieves come as an extension of another gamemode
ruleChance: 0.5

- type: entity
id: Sandbox
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3 changes: 3 additions & 0 deletions Resources/Prototypes/game_presets.yml
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Expand Up @@ -93,6 +93,7 @@
showInVote: false
rules:
- Traitor
- SubGamemodesRule
- BasicStationEventScheduler
- BasicRoundstartVariation

Expand All @@ -118,6 +119,7 @@
showInVote: false
rules:
- Nukeops
- SubGamemodesRule
- BasicStationEventScheduler
- BasicRoundstartVariation

Expand All @@ -132,6 +134,7 @@
showInVote: false
rules:
- Revolutionary
- SubGamemodesRule
- BasicStationEventScheduler
- BasicRoundstartVariation

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