Esempio n. 1
0
    private void CmdRequestJob(JobType jobType, string jsonCharSettings)
    {
        var characterSettings = JsonConvert.DeserializeObject <CharacterSettings>(jsonCharSettings);

        if (GameManager.Instance.CurrentRoundState != RoundState.Started)
        {
            Logger.LogWarningFormat("Round hasn't started yet, can't request job {0} for {1}", Category.Jobs, jobType, characterSettings);
            return;
        }

        int slotsTaken = GameManager.Instance.GetOccupationsCount(jobType);
        int slotsMax   = GameManager.Instance.GetOccupationMaxCount(jobType);

        if (slotsTaken >= slotsMax)
        {
            return;
        }

        var spawnRequest =
            PlayerSpawnRequest.RequestOccupation(this, GameManager.Instance.GetRandomFreeOccupation(jobType), characterSettings);

        //regardless of their chosen occupation, they might spawn as an antag instead.
        //If they do, bypass the normal spawn logic.
        if (GameManager.Instance.TrySpawnAntag(spawnRequest))
        {
            return;
        }

        PlayerSpawn.ServerSpawnPlayer(spawnRequest);
    }
Esempio n. 2
0
    private void CmdRequestJob(JobType jobType, string jsonCharSettings)
    {
        var characterSettings = JsonConvert.DeserializeObject <CharacterSettings>(jsonCharSettings);

        if (GameManager.Instance.CurrentRoundState != RoundState.Started)
        {
            Logger.LogWarningFormat("Round hasn't started yet, can't request job {0} for {1}", Category.Jobs, jobType, characterSettings);
            return;
        }

        int slotsTaken = GameManager.Instance.GetOccupationsCount(jobType);
        int slotsMax   = GameManager.Instance.GetOccupationMaxCount(jobType);

        if (slotsTaken >= slotsMax)
        {
            return;
        }

        var spawnRequest =
            PlayerSpawnRequest.RequestOccupation(this, GameManager.Instance.GetRandomFreeOccupation(jobType), characterSettings);

        GameManager.Instance.SpawnPlayerRequestQueue.Enqueue(spawnRequest);

        GameManager.Instance.ProcessSpawnPlayerQueue();
    }
        public bool Initiate(TestRunSO TestRunSO)
        {
            CharacterSettings characterSettings;

            if (string.IsNullOrEmpty(SerialisedCharacterSettings))
            {
                characterSettings = new CharacterSettings();
            }
            else
            {
                characterSettings = JsonConvert.DeserializeObject <CharacterSettings>(SerialisedCharacterSettings);
            }

            var Connectedplayer = PlayerList.Instance.Get(PlayerManager.LocalPlayer);

            var Request = PlayerSpawnRequest.RequestOccupation(PlayerManager.LocalViewerScript, Occupation, characterSettings,
                                                               Connectedplayer.UserId);


            PlayerSpawn.ServerSpawnPlayer(Request, PlayerManager.LocalViewerScript, Occupation, characterSettings,
                                          spawnPos: PositionToSpawn.RoundToInt(), existingMind: PlayerManager.LocalPlayerScript.mind,
                                          conn: Connectedplayer.Connection);

            return(true);
        }
Esempio n. 4
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        private void AcceptRequest(NetMessage msg)
        {
            var characterSettings = JsonConvert.DeserializeObject <CharacterSettings>(msg.JsonCharSettings);
            var spawnRequest      = PlayerSpawnRequest.RequestOccupation(
                SentByPlayer.ViewerScript, GameManager.Instance.GetRandomFreeOccupation(msg.JobType), characterSettings, SentByPlayer.UserId);

            GameManager.Instance.TrySpawnPlayer(spawnRequest);
        }
        private void AcceptRequest()
        {
            var characterSettings = JsonConvert.DeserializeObject <CharacterSettings>(JsonCharSettings);
            var spawnRequest      = PlayerSpawnRequest.RequestOccupation(
                SentByPlayer.ViewerScript, GameManager.Instance.GetRandomFreeOccupation(JobType), characterSettings, SentByPlayer.UserId);

            GameManager.Instance.SpawnPlayerRequestQueue.Enqueue(spawnRequest);
            GameManager.Instance.ProcessSpawnPlayerQueue();
        }
Esempio n. 6
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        /// <summary>
        /// Start the round
        /// </summary>
        public virtual void StartRound()
        {
            Logger.LogFormat("Starting {0} round!", Category.GameMode, Name);

            List <PlayerSpawnRequest> playerSpawnRequests;
            List <PlayerSpawnRequest> antagSpawnRequests;
            int antagsToSpawn = CalculateAntagCount(PlayerList.Instance.ReadyPlayers.Count);
            var jobAllocator  = new JobAllocator();
            var playerPool    = PlayerList.Instance.ReadyPlayers;

            if (AllocateJobsToAntags)
            {
                // Allocate jobs to all players first then choose antags
                playerSpawnRequests = jobAllocator.DetermineJobs(playerPool);
                var antagCandidates = playerSpawnRequests.Where(p =>
                                                                !NonAntagJobTypes.Contains(p.RequestedOccupation.JobType) &&
                                                                HasPossibleAntagEnabled(ref p.CharacterSettings.AntagPreferences) && HasPossibleAntagNotBanned(p.UserID));
                antagSpawnRequests = antagCandidates.PickRandom(antagsToSpawn).ToList();
                // Player and antag spawn requests are kept separate to stop players being spawned twice
                playerSpawnRequests.RemoveAll(antagSpawnRequests.Contains);
            }
            else
            {
                // Choose antags first then allocate jobs to all other players
                var antagCandidates = playerPool.Where(p =>
                                                       HasPossibleAntagEnabled(ref p.CharacterSettings.AntagPreferences) && HasPossibleAntagNotBanned(p.UserId));
                var chosenAntags = antagCandidates.PickRandom(antagsToSpawn).ToList();
                // Player and antag spawn requests are kept separate to stop players being spawned twice
                playerPool.RemoveAll(chosenAntags.Contains);
                playerSpawnRequests = jobAllocator.DetermineJobs(playerPool);
                antagSpawnRequests  = chosenAntags.Select(player =>
                                                          PlayerSpawnRequest.RequestOccupation(player, null)).ToList();
            }

            // Spawn all players and antags
            foreach (var spawnReq in playerSpawnRequests)
            {
                PlayerSpawn.ServerSpawnPlayer(spawnReq);
            }
            foreach (var spawnReq in antagSpawnRequests)
            {
                SpawnAntag(spawnReq);
            }

            var msg =
                $"{PlayerList.Instance.ReadyPlayers.Count} players ready, {antagsToSpawn} antags to spawn. {playerSpawnRequests.Count} players spawned (excludes antags), {antagSpawnRequests.Count} antags spawned";

            DiscordWebhookMessage.Instance.AddWebHookMessageToQueue(DiscordWebhookURLs.DiscordWebhookAdminLogURL,
                                                                    msg,
                                                                    "[GameMode]");

            StationObjectiveManager.Instance.ServerChooseObjective();
            GameManager.Instance.CurrentRoundState = RoundState.Started;
            EventManager.Broadcast(Event.RoundStarted, true);
        }
        /// <summary>
        /// Allocates a job to players. Updates _determinedPlayers and _playersLeft.
        /// </summary>
        /// <param name="players">Players to allocate jobs to</param>
        /// <param name="job">The job to allocate</param>
        private void AllocateJobs(IReadOnlyCollection <ConnectedPlayer> players, Occupation job)
        {
            // Update determined players and players left
            determinedPlayers.AddRange(players.Select(player =>
                                                      PlayerSpawnRequest.RequestOccupation(player.ViewerScript, job, player.CharacterSettings, player.UserId)));
            playersLeft.RemoveAll(players.Contains);
            missedOutPlayers.RemoveAll(players.Contains);

            // Update occupation counts
            occupationCount.TryGetValue(job, out int currentCount);
            occupationCount[job] = currentCount + 1;
        }
Esempio n. 8
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        public override void Process()
        {
            // Server stuff here
            if (SentByPlayer == null || SentByPlayer.ViewerScript == null)
            {
                return;
            }

            if (SentByPlayer.UserId == null)
            {
                SentByPlayer.ViewerScript.NotifyJobRequestFailed(JobRequestError.InvalidUserID);
                Logger.Log("User ID was null, cant spawn job.", Category.Admin);
                return;
            }

            if (SentByPlayer.UserId != PlayerID)
            {
                SentByPlayer.ViewerScript.NotifyJobRequestFailed(JobRequestError.InvalidPlayerID);
                Logger.Log($"User: {SentByPlayer.Username} ID: {SentByPlayer.UserId} used a different ID: {PlayerID} to request a job.", Category.Admin);
                return;
            }

            var characterSettings = JsonConvert.DeserializeObject <CharacterSettings>(JsonCharSettings);

            if (GameManager.Instance.CurrentRoundState != RoundState.Started)
            {
                SentByPlayer.ViewerScript.NotifyJobRequestFailed(JobRequestError.RoundNotReady);
                Logger.LogWarningFormat("Round hasn't started yet, can't request job {0} for {1}", Category.Jobs, JobType, characterSettings);
                return;
            }

            if (PlayerList.Instance.FindPlayerJobBanEntryServer(PlayerID, JobType, true) != null)
            {
                SentByPlayer.ViewerScript.NotifyJobRequestFailed(JobRequestError.JobBanned);
                return;
            }

            int slotsTaken = GameManager.Instance.GetOccupationsCount(JobType);
            int slotsMax   = GameManager.Instance.GetOccupationMaxCount(JobType);

            if (slotsTaken >= slotsMax)
            {
                SentByPlayer.ViewerScript.NotifyJobRequestFailed(JobRequestError.PositionsFilled);
                return;
            }

            var spawnRequest = PlayerSpawnRequest.RequestOccupation(
                SentByPlayer.ViewerScript, GameManager.Instance.GetRandomFreeOccupation(JobType), characterSettings, SentByPlayer.UserId);

            GameManager.Instance.SpawnPlayerRequestQueue.Enqueue(spawnRequest);

            GameManager.Instance.ProcessSpawnPlayerQueue();
        }
Esempio n. 9
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    public void CmdRequestJob(JobType jobType, CharacterSettings characterSettings)
    {
        var spawnRequest =
            PlayerSpawnRequest.RequestOccupation(this, GameManager.Instance.GetRandomFreeOccupation(jobType), characterSettings);

        //regardless of their chosen occupation, they might spawn as an antag instead.
        //If they do, bypass the normal spawn logic.
        if (GameManager.Instance.TrySpawnAntag(spawnRequest))
        {
            return;
        }

        PlayerSpawn.ServerSpawnPlayer(spawnRequest.JoinedViewer, spawnRequest.RequestedOccupation, characterSettings);
    }
Esempio n. 10
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    /// <summary>
    /// Start the round
    /// </summary>
    public virtual void StartRound()
    {
        Logger.LogFormat("Starting {0} round!", Category.GameMode, Name);

        List <PlayerSpawnRequest> playerSpawnRequests;
        List <PlayerSpawnRequest> antagSpawnRequests;
        int antagsToSpawn = CalculateAntagCount(PlayerList.Instance.ReadyPlayers.Count);
        var jobAllocator  = new JobAllocator();
        var playerPool    = PlayerList.Instance.ReadyPlayers;

        if (AllocateJobsToAntags)
        {
            // Allocate jobs to all players first then choose antags
            playerSpawnRequests = jobAllocator.DetermineJobs(playerPool);
            var antagCandidates = playerSpawnRequests.Where(p =>
                                                            !NonAntagJobTypes.Contains(p.RequestedOccupation.JobType) &&
                                                            HasPossibleAntagEnabled(ref p.CharacterSettings.AntagPreferences));
            antagSpawnRequests = antagCandidates.PickRandom(antagsToSpawn).ToList();
            // Player and antag spawn requests are kept separate to stop players being spawned twice
            playerSpawnRequests.RemoveAll(antagSpawnRequests.Contains);
        }
        else
        {
            // Choose antags first then allocate jobs to all other players
            var antagCandidates = playerPool.Where(p =>
                                                   HasPossibleAntagEnabled(ref p.CharacterSettings.AntagPreferences));
            var chosenAntags = antagCandidates.PickRandom(antagsToSpawn).ToList();
            // Player and antag spawn requests are kept separate to stop players being spawned twice
            playerPool.RemoveAll(chosenAntags.Contains);
            playerSpawnRequests = jobAllocator.DetermineJobs(playerPool);
            antagSpawnRequests  = chosenAntags.Select(player =>
                                                      PlayerSpawnRequest.RequestOccupation(player, null)).ToList();
        }

        // Spawn all players and antags
        foreach (var spawnReq in playerSpawnRequests)
        {
            PlayerSpawn.ServerSpawnPlayer(spawnReq);
        }
        foreach (var spawnReq in antagSpawnRequests)
        {
            SpawnAntag(spawnReq);
        }
    }