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zombie gamemode semi rework (#2194)
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* zombie gamemode semi rework

* remove 1

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>
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deltanedas authored Nov 26, 2024
1 parent d375f35 commit 921a0e2
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using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;

namespace Content.Server.DeltaV.GameTicking.Rules.Components;

/// <summary>
/// Delays adding components to the antags of a gamerule until some time has passed.
/// </summary>
/// <remarks>
/// This is used for the zombies gamemode so that new players don't hit the funny button immediately and ruin anyone else's plans.
/// </remarks>
[RegisterComponent, Access(typeof(DelayedRuleSystem))]
[AutoGenerateComponentPause]
public sealed partial class DelayedRuleComponent : Component
{
/// <summary>
/// The players must wait this length of time before <see cref="DelayedComponents"/> gets added.
/// If they are somehow found out and get gibbed/cremated/etc before this delay is up they will not turn.
/// </summary>
[DataField(required: true)]
public TimeSpan Delay;

/// <summary>
/// Whether to skip the delay if there is only 1 antag selected.
/// </summary>
[DataField]
public bool IgnoreSolo;

/// <summary>
/// When the <see cref="Delay"/> will end.
/// </summary>
[DataField(customTypeSerializer: typeof(TimeOffsetSerializer)), AutoPausedField]
public TimeSpan DelayEnds;

/// <summary>
/// The components to add to each player's mob once the delay ends.
/// </summary>
[DataField(required: true)]
public ComponentRegistry DelayedComponents = new();

/// <summary>
/// Popup to show when the delay ends.
/// </summary>
[DataField(required: true)]
public LocId EndedPopup;
}
58 changes: 58 additions & 0 deletions Content.Server/DeltaV/GameTicking/Rules/DelayedRuleSystem.cs
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using Content.Server.Antag.Components;
using Content.Server.GameTicking.Rules;
using Content.Server.DeltaV.GameTicking.Rules.Components;
using Content.Shared.GameTicking.Components;
using Content.Shared.Mind;
using Content.Shared.Popups;

namespace Content.Server.DeltaV.GameTicking.Rules;

public sealed class DelayedRuleSystem : GameRuleSystem<DelayedRuleComponent>
{
[Dependency] private readonly SharedPopupSystem _popup = default!;

protected override void Started(EntityUid uid, DelayedRuleComponent component, GameRuleComponent gameRule, GameRuleStartedEvent args)
{
base.Started(uid, component, gameRule, args);

component.DelayEnds = Timing.CurTime + component.Delay;
}

protected override void ActiveTick(EntityUid uid, DelayedRuleComponent component, GameRuleComponent gameRule, float frameTime)
{
base.ActiveTick(uid, component, gameRule, frameTime);

CheckDelay((uid, component));
}

/// <summary>
/// Checks if the delay has ended.
/// </summary>
private void CheckDelay(Entity<DelayedRuleComponent> ent)
{
if (!TryComp<AntagSelectionComponent>(ent, out var selection))
return;

// skip the delay if it's just 1 player, theres no plan to ruin if you are the only one
var ends = ent.Comp.DelayEnds;
if (ent.Comp.IgnoreSolo && selection.SelectedMinds.Count < 2)
ends = Timing.CurTime;

if (Timing.CurTime < ends)
return;

var comps = ent.Comp.DelayedComponents;
foreach (var (mindId, _) in selection.SelectedMinds)
{
// using OriginalOwnedEntity as the player might have ghosted to try become an evil ghost antag
if (!TryComp<MindComponent>(mindId, out var mind) || !TryGetEntity(mind.OriginalOwnedEntity, out var mob))
continue;

var uid = mob.Value;
_popup.PopupEntity(Loc.GetString(ent.Comp.EndedPopup), uid, uid, PopupType.LargeCaution);
EntityManager.AddComponents(uid, comps);
}

RemCompDeferred<DelayedRuleComponent>(ent);
}
}
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zombie-bioterrorist-role-greeting = You are a syndicate sponsored bioterrorist sent to overtake the station by use of the Romerol virus. Coordinate with your team, get supplies and prepare for your eventual transformation. Death to nanotrasen!
zombie-bioterrorist-romerol-active = The romerol in your blood is now active, you are ready to transform!
20 changes: 16 additions & 4 deletions Resources/Prototypes/GameRules/roundstart.yml
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Expand Up @@ -248,6 +248,13 @@
min: 600
max: 900
- type: ZombieRule
- type: DelayedRule # DeltaV: Grace period of 5 minutes before you can turn, to avoid a random passenger ruining your plan
delay: 300
delayedComponents:
- type: PendingZombie
- type: ZombifyOnDeath
- type: IncurableZombie
endedPopup: zombie-bioterrorist-romerol-active
- type: AntagSelection
definitions:
- prefRoles: [ InitialInfected ]
Expand All @@ -258,14 +265,19 @@
- ZombieImmune
- AntagImmune
briefing:
text: zombie-patientzero-role-greeting
text: zombie-bioterrorist-role-greeting # DeltaV: Different greeting
color: Plum
sound: "/Audio/Ambience/Antag/zombie_start.ogg"
components:
- type: PendingZombie
- type: ZombifyOnDeath
- type: IncurableZombie
# Begin DeltaV Removals: Moved to DelayedRule above
#- type: PendingZombie
#- type: ZombifyOnDeath
#- type: IncurableZombie
# End DeltaV Removals
- type: InitialInfected
- type: AutoImplant # DeltaV: Let them communicate to come up with a plan of action
implants:
- SyndicateRadioImplant
mindRoles:
- MindRoleInitialInfected

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