Example #1
0
        public override bool Start(IReadOnlyList <IPlayerSession> readyPlayers, bool force = false)
        {
            MinPlayers             = _cfg.GetCVar(CCVars.SuspicionMinPlayers);
            MinTraitors            = _cfg.GetCVar(CCVars.SuspicionMinTraitors);
            PlayersPerTraitor      = _cfg.GetCVar(CCVars.SuspicionPlayersPerTraitor);
            TraitorStartingBalance = _cfg.GetCVar(CCVars.SuspicionStartingBalance);

            if (!force && readyPlayers.Count < MinPlayers)
            {
                _chatManager.DispatchServerAnnouncement($"Not enough players readied up for the game! There were {readyPlayers.Count} players readied up out of {MinPlayers} needed.");
                return(false);
            }

            if (readyPlayers.Count == 0)
            {
                _chatManager.DispatchServerAnnouncement("No players readied up! Can't start Suspicion.");
                return(false);
            }

            var list     = new List <IPlayerSession>(readyPlayers);
            var prefList = new List <IPlayerSession>();

            foreach (var player in list)
            {
                if (!ReadyProfiles.ContainsKey(player.UserId))
                {
                    continue;
                }
                var profile = ReadyProfiles[player.UserId];
                if (profile.AntagPreferences.Contains(_prototypeManager.Index <AntagPrototype>(TraitorID).Name))
                {
                    prefList.Add(player);
                }

                player.AttachedEntity?.EnsureComponent <SuspicionRoleComponent>();
            }

            var numTraitors = MathHelper.Clamp(readyPlayers.Count / PlayersPerTraitor,
                                               MinTraitors, readyPlayers.Count);

            var traitors = new List <SuspicionTraitorRole>();

            for (var i = 0; i < numTraitors; i++)
            {
                IPlayerSession traitor;
                if (prefList.Count == 0)
                {
                    if (list.Count == 0)
                    {
                        Logger.InfoS("preset", "Insufficient ready players to fill up with traitors, stopping the selection.");
                        break;
                    }
                    traitor = _random.PickAndTake(list);
                    Logger.InfoS("preset", "Insufficient preferred traitors, picking at random.");
                }
                else
                {
                    traitor = _random.PickAndTake(prefList);
                    list.Remove(traitor);
                    Logger.InfoS("preset", "Selected a preferred traitor.");
                }
                var mind           = traitor.Data.ContentData().Mind;
                var antagPrototype = _prototypeManager.Index <AntagPrototype>(TraitorID);
                var traitorRole    = new SuspicionTraitorRole(mind, antagPrototype);
                mind.AddRole(traitorRole);
                traitors.Add(traitorRole);
                // creadth: we need to create uplink for the antag.
                // PDA should be in place already, so we just need to
                // initiate uplink account.
                var uplinkAccount =
                    new UplinkAccount(mind.OwnedEntity.Uid,
                                      TraitorStartingBalance);
                var inventory = mind.OwnedEntity.GetComponent <InventoryComponent>();
                if (!inventory.TryGetSlotItem(EquipmentSlotDefines.Slots.IDCARD, out ItemComponent pdaItem))
                {
                    continue;
                }

                var pda = pdaItem.Owner;

                var pdaComponent = pda.GetComponent <PDAComponent>();
                if (pdaComponent.IdSlotEmpty)
                {
                    continue;
                }

                pdaComponent.InitUplinkAccount(uplinkAccount);
            }

            foreach (var player in list)
            {
                var mind           = player.Data.ContentData().Mind;
                var antagPrototype = _prototypeManager.Index <AntagPrototype>(InnocentID);
                mind.AddRole(new SuspicionInnocentRole(mind, antagPrototype));
            }

            foreach (var traitor in traitors)
            {
                traitor.GreetSuspicion(traitors, _chatManager);
            }

            _gameTicker.AddGameRule <RuleSuspicion>();
            return(true);
        }
        public override bool Start(IReadOnlyList <IPlayerSession> readyPlayers, bool force = false)
        {
            MinPlayers        = _cfg.GetCVar <int>("game.suspicion_min_players");
            MinTraitors       = _cfg.GetCVar <int>("game.suspicion_min_traitors");
            PlayersPerTraitor = _cfg.GetCVar <int>("game.suspicion_players_per_traitor");

            if (!force && readyPlayers.Count < MinPlayers)
            {
                _chatManager.DispatchServerAnnouncement($"Not enough players readied up for the game! There were {readyPlayers.Count} players readied up out of {MinPlayers} needed.");
                return(false);
            }

            if (readyPlayers.Count == 0)
            {
                _chatManager.DispatchServerAnnouncement($"No players readied up! Can't start Suspicion.");
                return(false);
            }

            var list     = new List <IPlayerSession>(readyPlayers);
            var prefList = new List <IPlayerSession>();

            foreach (var player in list)
            {
                if (!readyProfiles.ContainsKey(player.Name))
                {
                    continue;
                }
                var profile = readyProfiles[player.Name];
                if (profile.AntagPreferences.Contains(_prototypeManager.Index <AntagPrototype>(TraitorID).Name))
                {
                    prefList.Add(player);
                }

                player.AttachedEntity?.EnsureComponent <SuspicionRoleComponent>();
            }

            var numTraitors = MathHelper.Clamp(readyPlayers.Count / PlayersPerTraitor,
                                               MinTraitors, readyPlayers.Count);

            var traitors = new List <SuspicionTraitorRole>();

            for (var i = 0; i < numTraitors; i++)
            {
                IPlayerSession traitor;
                if (prefList.Count == 0)
                {
                    if (list.Count == 0)
                    {
                        Logger.InfoS("preset", "Insufficient ready players to fill up with traitors, stopping the selection.");
                        break;
                    }
                    traitor = _random.PickAndTake(list);
                    Logger.InfoS("preset", "Insufficient preferred traitors, picking at random.");
                }
                else
                {
                    traitor = _random.PickAndTake(prefList);
                    list.Remove(traitor);
                    Logger.InfoS("preset", "Selected a preferred traitor.");
                }
                var mind           = traitor.Data.ContentData().Mind;
                var antagPrototype = _prototypeManager.Index <AntagPrototype>(TraitorID);
                var traitorRole    = new SuspicionTraitorRole(mind, antagPrototype);
                mind.AddRole(traitorRole);
                traitors.Add(traitorRole);
            }

            foreach (var player in list)
            {
                var mind           = player.Data.ContentData().Mind;
                var antagPrototype = _prototypeManager.Index <AntagPrototype>(InnocentID);
                mind.AddRole(new SuspicionInnocentRole(mind, antagPrototype));
            }

            foreach (var traitor in traitors)
            {
                traitor.GreetSuspicion(traitors, _chatManager);
            }

            _gameTicker.AddGameRule <RuleSuspicion>();
            return(true);
        }