make objectives use yml defined mind filters (#36030)

* add MindHasRole whitelist overload

* add mind filters framework

* add different mind filters and pools

* update traitor stuff to use mind filters

* line

* don't duplicate kill objectives

* g

* gs

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>
Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com>
Co-authored-by: ScarKy0 <scarky0@onet.eu>
Co-authored-by: SlamBamActionman <slambamactionman@gmail.com>
This commit is contained in:
deltanedas
2025-08-08 16:58:46 +01:00
committed by GitHub
parent 1374ceea47
commit 1d21e13360
17 changed files with 362 additions and 173 deletions

View File

@@ -9,6 +9,7 @@ using Content.Shared.Humanoid;
using Content.Shared.Interaction.Events;
using Content.Shared.Movement.Components;
using Content.Shared.Mind.Components;
using Content.Shared.Mind.Filters;
using Content.Shared.Mobs.Components;
using Content.Shared.Mobs.Systems;
using Content.Shared.Objectives.Systems;
@@ -19,6 +20,7 @@ using Content.Shared.Whitelist;
using Robust.Shared.Map;
using Robust.Shared.Network;
using Robust.Shared.Player;
using Robust.Shared.Random;
using Robust.Shared.Utility;
namespace Content.Shared.Mind;
@@ -27,6 +29,7 @@ public abstract partial class SharedMindSystem : EntitySystem
{
[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
[Dependency] private readonly INetManager _net = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly MobStateSystem _mobState = default!;
[Dependency] private readonly SharedObjectivesSystem _objectives = default!;
[Dependency] private readonly SharedPlayerSystem _player = default!;
@@ -37,6 +40,8 @@ public abstract partial class SharedMindSystem : EntitySystem
[ViewVariables]
protected readonly Dictionary<NetUserId, EntityUid> UserMinds = new();
private HashSet<Entity<MindComponent>> _pickingMinds = new();
public override void Initialize()
{
base.Initialize();
@@ -618,23 +623,70 @@ public abstract partial class SharedMindSystem : EntitySystem
/// <summary>
/// Returns a list of every living humanoid player's minds, except for a single one which is exluded.
/// A new hashset is allocated for every call, consider using <see cref="AddAliveHumans"/> instead.
/// </summary>
public HashSet<Entity<MindComponent>> GetAliveHumans(EntityUid? exclude = null)
{
var allHumans = new HashSet<Entity<MindComponent>>();
AddAliveHumans(allHumans, exclude);
return allHumans;
}
/// <summary>
/// Adds to a hashset every living humanoid player's minds, except for a single one which is exluded.
/// </summary>
public void AddAliveHumans(HashSet<Entity<MindComponent>> allHumans, EntityUid? exclude = null)
{
// HumanoidAppearanceComponent is used to prevent mice, pAIs, etc from being chosen
var query = EntityQueryEnumerator<MobStateComponent, HumanoidAppearanceComponent>();
while (query.MoveNext(out var uid, out var mobState, out _))
var query = EntityQueryEnumerator<HumanoidAppearanceComponent, MobStateComponent>();
while (query.MoveNext(out var uid, out _, out var mobState))
{
// the player needs to have a mind and not be the excluded one +
// the player has to be alive
if (!TryGetMind(uid, out var mind, out var mindComp) || mind == exclude || !_mobState.IsAlive(uid, mobState))
continue;
allHumans.Add(new Entity<MindComponent>(mind, mindComp));
allHumans.Add((mind, mindComp));
}
}
return allHumans;
/// <summary>
/// Picks a random mind from a pool after applying a list of filters.
/// Returns null if no valid mind could be found.
/// </summary>
public Entity<MindComponent>? PickFromPool(IMindPool pool, List<MindFilter> filters, EntityUid? exclude = null)
{
_pickingMinds.Clear();
pool.FindMinds(_pickingMinds, exclude, EntityManager, this);
FilterMinds(_pickingMinds, filters, exclude);
if (_pickingMinds.Count == 0)
return null;
return _random.Pick(_pickingMinds);
}
/// <summary>
/// Filters minds from a hashset using a single <see cref="MindFilter"/>.
/// </summary>
public void FilterMinds(HashSet<Entity<MindComponent>> minds, MindFilter filter, EntityUid? exclude = null)
{
minds.RemoveWhere(mind => filter.Filter(mind, exclude, EntityManager, this));
}
/// <summary>
/// Filters minds from a hashset using a list of <see cref="MindFilter"/>s to apply sequentially.
/// </summary>
public void FilterMinds(HashSet<Entity<MindComponent>> minds, List<MindFilter> filters, EntityUid? exclude = null)
{
foreach (var filter in filters)
{
// no point calling it if there are none left
if (minds.Count == 0)
break;
FilterMinds(minds, filter, exclude);
}
}
/// <summary>