Improvements to antag-before-job selection system (#35822)

* Fix the latejoin-antag-deficit bug, add datafield, add logging

* Fix multiple roles being made for single-role defs,
This commit is contained in:
SlamBamActionman
2025-03-13 19:07:52 +01:00
committed by GitHub
parent 33edf9692b
commit 1945c7d7c6
4 changed files with 71 additions and 36 deletions

View File

@@ -97,7 +97,7 @@ public sealed partial class AntagSelectionSystem
var countOffset = 0;
foreach (var otherDef in ent.Comp.Definitions)
{
countOffset += Math.Clamp((poolSize - countOffset) / otherDef.PlayerRatio, otherDef.Min, otherDef.Max) * otherDef.PlayerRatio;
countOffset += Math.Clamp((poolSize - countOffset) / otherDef.PlayerRatio, otherDef.Min, otherDef.Max) * otherDef.PlayerRatio; // Note: Is the PlayerRatio necessary here? Seems like it can cause issues for defs with varied PlayerRatio.
}
// make sure we don't double-count the current selection
countOffset -= Math.Clamp(poolSize / def.PlayerRatio, def.Min, def.Max) * def.PlayerRatio;
@@ -362,7 +362,8 @@ public sealed partial class AntagSelectionSystem
/// <summary>
/// Get all sessions that have been preselected for antag.
/// </summary>
public HashSet<ICommonSession> GetPreSelectedAntagSessions(AntagSelectionComponent? except = null)
/// <param name="except">A specific definition to be excluded from the check.</param>
public HashSet<ICommonSession> GetPreSelectedAntagSessions(AntagSelectionDefinition? except = null)
{
var result = new HashSet<ICommonSession>();
var query = QueryAllRules();
@@ -371,15 +372,13 @@ public sealed partial class AntagSelectionSystem
if (HasComp<EndedGameRuleComponent>(uid))
continue;
if (comp == except)
continue;
if (!comp.PreSelectionsComplete)
continue;
foreach (var def in comp.Definitions)
{
result.UnionWith(comp.PreSelectedSessions);
if (def.Equals(except))
continue;
if (comp.PreSelectedSessions.TryGetValue(def, out var set))
result.UnionWith(set);
}
}
@@ -389,7 +388,11 @@ public sealed partial class AntagSelectionSystem
/// <summary>
/// Get all sessions that have been preselected for antag and are exclusive, i.e. should not be paired with other antags.
/// </summary>
public HashSet<ICommonSession> GetPreSelectedExclusiveAntagSessions(AntagSelectionComponent? except = null)
/// <param name="except">A specific definition to be excluded from the check.</param>
// Note: This is a bit iffy since technically this exclusive definition is defined via the MultiAntagSetting, while there's a separately tracked antagExclusive variable in the mindrole.
// We can't query that however since there's no guarantee the mindrole has been given out yet when checking pre-selected antags.
// I don't think there's any instance where they differ, but it's something to be aware of for a potential future refactor.
public HashSet<ICommonSession> GetPreSelectedExclusiveAntagSessions(AntagSelectionDefinition? except = null)
{
var result = new HashSet<ICommonSession>();
var query = QueryAllRules();
@@ -398,17 +401,14 @@ public sealed partial class AntagSelectionSystem
if (HasComp<EndedGameRuleComponent>(uid))
continue;
if (comp == except)
continue;
if (!comp.PreSelectionsComplete)
continue;
foreach (var def in comp.Definitions)
{
if (def.MultiAntagSetting == AntagAcceptability.None)
if (def.Equals(except))
continue;
if (def.MultiAntagSetting == AntagAcceptability.None && comp.PreSelectedSessions.TryGetValue(def, out var set))
{
result.UnionWith(comp.PreSelectedSessions);
result.UnionWith(set);
break;
}
}

View File

@@ -12,8 +12,10 @@ using Content.Server.Roles;
using Content.Server.Roles.Jobs;
using Content.Server.Shuttles.Components;
using Content.Server.Station.Events;
using Content.Shared.Administration.Logs;
using Content.Shared.Antag;
using Content.Shared.Clothing;
using Content.Shared.Database;
using Content.Shared.GameTicking;
using Content.Shared.GameTicking.Components;
using Content.Shared.Ghost;
@@ -47,6 +49,7 @@ public sealed partial class AntagSelectionSystem : GameRuleSystem<AntagSelection
[Dependency] private readonly RoleSystem _role = default!;
[Dependency] private readonly TransformSystem _transform = default!;
[Dependency] private readonly EntityWhitelistSystem _whitelist = default!;
[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
// arbitrary random number to give late joining some mild interest.
public const float LateJoinRandomChance = 0.5f;
@@ -142,10 +145,12 @@ public sealed partial class AntagSelectionSystem : GameRuleSystem<AntagSelection
// eventually this should probably store the players per definition with some kind of unique identifier.
// something to figure out later.
var query = QueryActiveRules();
var query = QueryAllRules();
var rules = new List<(EntityUid, AntagSelectionComponent)>();
while (query.MoveNext(out var uid, out _, out var antag, out _))
while (query.MoveNext(out var uid, out var antag, out _))
{
if (HasComp<ActiveGameRuleComponent>(uid) ||
(HasComp<DelayedStartRuleComponent>(uid) && antag.SelectionTime == AntagSelectionTime.IntraPlayerSpawn)) //IntraPlayerSpawn selects antags before spawning, but doesn't activate until after.
rules.Add((uid, antag));
}
RobustRandom.Shuffle(rules);
@@ -158,7 +163,7 @@ public sealed partial class AntagSelectionSystem : GameRuleSystem<AntagSelection
if (!antag.Definitions.Any(p => p.LateJoinAdditional))
continue;
DebugTools.AssertEqual(antag.SelectionTime, AntagSelectionTime.PostPlayerSpawn);
DebugTools.AssertNotEqual(antag.SelectionTime, AntagSelectionTime.PrePlayerSpawn);
// do not count players in the lobby for the antag ratio
var players = _playerManager.NetworkedSessions.Count(x => x.AttachedEntity != null);
@@ -166,7 +171,9 @@ public sealed partial class AntagSelectionSystem : GameRuleSystem<AntagSelection
if (!TryGetNextAvailableDefinition((uid, antag), out var def, players))
continue;
if (TryMakeAntag((uid, antag), args.Player, def.Value))
var onlyPreSelect = (antag.SelectionTime == AntagSelectionTime.IntraPlayerSpawn && !antag.AssignmentComplete); // Don't wanna give them antag status if the rule hasn't assigned its existing ones yet
if (TryMakeAntag((uid, antag), args.Player, def.Value, onlyPreSelect: onlyPreSelect))
break;
}
}
@@ -272,7 +279,7 @@ public sealed partial class AntagSelectionSystem : GameRuleSystem<AntagSelection
break;
}
if (session != null && ent.Comp.PreSelectedSessions.Contains(session))
if (session != null && ent.Comp.PreSelectedSessions.Values.Any(x => x.Contains(session)))
{
Log.Warning($"Somehow picked {session} for an antag when this rule already selected them previously");
continue;
@@ -283,8 +290,11 @@ public sealed partial class AntagSelectionSystem : GameRuleSystem<AntagSelection
MakeAntag(ent, null, def); // This is for spawner antags
else
{
ent.Comp.PreSelectedSessions.Add(session); // Selection done!
Log.Debug($"Selected {session.Name} as antagonist: {ToPrettyString(ent)}");
if (!ent.Comp.PreSelectedSessions.TryGetValue(def, out var set))
ent.Comp.PreSelectedSessions.Add(def, set = new HashSet<ICommonSession>());
set.Add(session); // Selection done!
Log.Debug($"Pre-selected {session.Name} as antagonist: {ToPrettyString(ent)}");
_adminLogger.Add(LogType.AntagSelection, $"Pre-selected {session.Name} as antagonist: {ToPrettyString(ent)}");
}
}
}
@@ -300,7 +310,10 @@ public sealed partial class AntagSelectionSystem : GameRuleSystem<AntagSelection
foreach (var def in ent.Comp.Definitions)
{
foreach (var session in ent.Comp.PreSelectedSessions)
if (!ent.Comp.PreSelectedSessions.TryGetValue(def, out var set))
continue;
foreach (var session in set)
{
TryMakeAntag(ent, session, def);
}
@@ -312,7 +325,7 @@ public sealed partial class AntagSelectionSystem : GameRuleSystem<AntagSelection
/// <summary>
/// Tries to makes a given player into the specified antagonist.
/// </summary>
public bool TryMakeAntag(Entity<AntagSelectionComponent> ent, ICommonSession? session, AntagSelectionDefinition def, bool ignoreSpawner = false, bool checkPref = true)
public bool TryMakeAntag(Entity<AntagSelectionComponent> ent, ICommonSession? session, AntagSelectionDefinition def, bool ignoreSpawner = false, bool checkPref = true, bool onlyPreSelect = false)
{
if (checkPref && !HasPrimaryAntagPreference(session, def))
return false;
@@ -320,7 +333,19 @@ public sealed partial class AntagSelectionSystem : GameRuleSystem<AntagSelection
if (!IsSessionValid(ent, session, def) || !IsEntityValid(session?.AttachedEntity, def))
return false;
if (onlyPreSelect && session != null)
{
if (!ent.Comp.PreSelectedSessions.TryGetValue(def, out var set))
ent.Comp.PreSelectedSessions.Add(def, set = new HashSet<ICommonSession>());
set.Add(session);
Log.Debug($"Pre-selected {session!.Name} as antagonist: {ToPrettyString(ent)}");
_adminLogger.Add(LogType.AntagSelection, $"Pre-selected {session.Name} as antagonist: {ToPrettyString(ent)}");
}
else
{
MakeAntag(ent, session, def, ignoreSpawner);
}
return true;
}
@@ -334,6 +359,9 @@ public sealed partial class AntagSelectionSystem : GameRuleSystem<AntagSelection
if (session != null)
{
if (!ent.Comp.PreSelectedSessions.TryGetValue(def, out var set))
ent.Comp.PreSelectedSessions.Add(def, set = new HashSet<ICommonSession>());
set.Add(session);
ent.Comp.AssignedSessions.Add(session);
// we shouldn't be blocking the entity if they're just a ghost or smth.
@@ -359,7 +387,7 @@ public sealed partial class AntagSelectionSystem : GameRuleSystem<AntagSelection
if (session != null)
{
ent.Comp.AssignedSessions.Remove(session);
ent.Comp.PreSelectedSessions.Remove(session);
ent.Comp.PreSelectedSessions[def].Remove(session);
}
return;
@@ -384,7 +412,7 @@ public sealed partial class AntagSelectionSystem : GameRuleSystem<AntagSelection
if (session != null)
{
ent.Comp.AssignedSessions.Remove(session);
ent.Comp.PreSelectedSessions.Remove(session);
ent.Comp.PreSelectedSessions[def].Remove(session);
}
return;
@@ -423,6 +451,7 @@ public sealed partial class AntagSelectionSystem : GameRuleSystem<AntagSelection
SendBriefing(session, def.Briefing);
Log.Debug($"Assigned {ToPrettyString(curMind)} as antagonist: {ToPrettyString(ent)}");
_adminLogger.Add(LogType.AntagSelection, $"Assigned {ToPrettyString(curMind)} as antagonist: {ToPrettyString(ent)}");
}
var afterEv = new AfterAntagEntitySelectedEvent(session, player, ent, def);
@@ -481,7 +510,7 @@ public sealed partial class AntagSelectionSystem : GameRuleSystem<AntagSelection
{
if (_role.MindIsAntagonist(mind))
return false;
if (GetPreSelectedAntagSessions(ent.Comp).Contains(session)) // Used for rules where the antag has been selected, but not started yet
if (GetPreSelectedAntagSessions(def).Contains(session)) // Used for rules where the antag has been selected, but not started yet
return false;
break;
}
@@ -489,7 +518,7 @@ public sealed partial class AntagSelectionSystem : GameRuleSystem<AntagSelection
{
if (_role.MindIsExclusiveAntagonist(mind))
return false;
if (GetPreSelectedExclusiveAntagSessions(ent.Comp).Contains(session))
if (GetPreSelectedExclusiveAntagSessions(def).Contains(session))
return false;
break;
}

View File

@@ -44,9 +44,10 @@ public sealed partial class AntagSelectionComponent : Component
public AntagSelectionTime SelectionTime = AntagSelectionTime.PostPlayerSpawn;
/// <summary>
/// Cached sessions of players who are chosen yet not given the role yet.
/// Cached sessions of antag definitions and selected players. Players in this dict are not guaranteed to have been assigned the role yet.
/// </summary>
public HashSet<ICommonSession> PreSelectedSessions = new();
[DataField]
public Dictionary<AntagSelectionDefinition, HashSet<ICommonSession>>PreSelectedSessions = new();
/// <summary>
/// Cached sessions of players who are chosen. Used so we don't have to rebuild the pool multiple times in a tick.

View File

@@ -454,4 +454,9 @@ public enum LogType
/// Commands related to admemes. Stuff like config changes, etc.
/// </summary>
AdminCommands = 98,
/// <summary>
/// A player was selected or assigned antag status
/// </summary>
AntagSelection = 99,
}