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:
43
Content.Server/Mind/Filters/TargetObjectiveMindFilter.cs
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43
Content.Server/Mind/Filters/TargetObjectiveMindFilter.cs
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@@ -0,0 +1,43 @@
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using Content.Server.Objectives.Components;
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using Content.Shared.Mind;
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using Content.Shared.Mind.Filters;
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using Content.Shared.Whitelist;
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namespace Content.Server.Mind.Filters;
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/// <summary>
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/// A mind filter that removes minds if you have an objective targeting them matching a blacklist.
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/// </summary>
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/// <remarks>
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/// Used to prevent assigning multiple kill objectives for the same person.
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/// </remarks>
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public sealed partial class TargetObjectiveMindFilter : MindFilter
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{
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/// <summary>
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/// A blacklist to check objectives against, for removing a mind.
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/// If null then any objective targeting it will remove minds.
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/// </summary>
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[DataField]
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public EntityWhitelist? Blacklist;
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protected override bool ShouldRemove(Entity<MindComponent> mind, EntityUid? excluded, IEntityManager entMan, SharedMindSystem mindSys)
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{
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// ignore this filter if there is no user to check
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if (!entMan.TryGetComponent<MindComponent>(excluded, out var excludedMind))
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return false;
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var whitelistSys = entMan.System<EntityWhitelistSystem>();
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foreach (var objective in excludedMind.Objectives)
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{
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// if the player has an objective targeting this mind
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if (entMan.TryGetComponent<TargetObjectiveComponent>(objective, out var kill) && kill.Target == mind.Owner)
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{
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// remove the mind if this objective is blacklisted
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if (whitelistSys.IsBlacklistPassOrNull(Blacklist, objective))
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return true;
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}
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}
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return false;
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}
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}
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@@ -1,8 +0,0 @@
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namespace Content.Server.Objectives.Components;
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/// <summary>
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/// Sets the target for <see cref="TargetObjectiveComponent"/> to a random head.
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/// If there are no heads it will fallback to any person.
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/// </summary>
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[RegisterComponent]
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public sealed partial class PickRandomHeadComponent : Component;
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@@ -1,7 +1,26 @@
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using Content.Server.Objectives.Systems;
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using Content.Shared.Mind.Filters;
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namespace Content.Server.Objectives.Components;
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/// <summary>
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/// Sets the target for <see cref="TargetObjectiveComponent"/> to a random person.
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/// Sets the target for <see cref="TargetObjectiveComponent"/> to a random person from a pool and filters.
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/// </summary>
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[RegisterComponent]
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public sealed partial class PickRandomPersonComponent : Component;
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/// <remarks>
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/// Don't copy paste this for a new objective, if you need a new filter just make a new filter and set it in YAML.
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/// </remarks>
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[RegisterComponent, Access(typeof(PickObjectiveTargetSystem))]
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public sealed partial class PickRandomPersonComponent : Component
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{
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/// <summary>
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/// A pool to pick potential targets from.
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/// </summary>
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[DataField]
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public IMindPool Pool = new AliveHumansPool();
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/// <summary>
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/// Filters to apply to <see cref="Pool"/>.
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/// </summary>
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[DataField]
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public List<MindFilter> Filters = new();
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}
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@@ -1,7 +0,0 @@
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namespace Content.Server.Objectives.Components;
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/// <summary>
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/// Sets the target for <see cref="KeepAliveConditionComponent"/> to a random traitor.
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/// </summary>
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[RegisterComponent]
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public sealed partial class RandomTraitorAliveComponent : Component;
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@@ -1,7 +0,0 @@
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namespace Content.Server.Objectives.Components;
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/// <summary>
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/// Sets the target for <see cref="HelpProgressConditionComponent"/> to a random traitor.
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/// </summary>
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[RegisterComponent]
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public sealed partial class RandomTraitorProgressComponent : Component;
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@@ -25,10 +25,6 @@ public sealed class PickObjectiveTargetSystem : EntitySystem
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SubscribeLocalEvent<PickSpecificPersonComponent, ObjectiveAssignedEvent>(OnSpecificPersonAssigned);
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SubscribeLocalEvent<PickRandomPersonComponent, ObjectiveAssignedEvent>(OnRandomPersonAssigned);
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SubscribeLocalEvent<PickRandomHeadComponent, ObjectiveAssignedEvent>(OnRandomHeadAssigned);
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SubscribeLocalEvent<RandomTraitorProgressComponent, ObjectiveAssignedEvent>(OnRandomTraitorProgressAssigned);
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SubscribeLocalEvent<RandomTraitorAliveComponent, ObjectiveAssignedEvent>(OnRandomTraitorAliveAssigned);
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}
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private void OnSpecificPersonAssigned(Entity<PickSpecificPersonComponent> ent, ref ObjectiveAssignedEvent args)
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@@ -63,7 +59,7 @@ public sealed class PickObjectiveTargetSystem : EntitySystem
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private void OnRandomPersonAssigned(Entity<PickRandomPersonComponent> ent, ref ObjectiveAssignedEvent args)
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{
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// invalid objective prototype
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if (!TryComp<TargetObjectiveComponent>(ent.Owner, out var target))
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if (!TryComp<TargetObjectiveComponent>(ent, out var target))
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{
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args.Cancelled = true;
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return;
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@@ -73,140 +69,13 @@ public sealed class PickObjectiveTargetSystem : EntitySystem
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if (target.Target != null)
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return;
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var allHumans = _mind.GetAliveHumans(args.MindId);
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// Can't have multiple objectives to kill the same person
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foreach (var objective in args.Mind.Objectives)
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{
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if (HasComp<KillPersonConditionComponent>(objective) && TryComp<TargetObjectiveComponent>(objective, out var kill))
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{
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allHumans.RemoveWhere(x => x.Owner == kill.Target);
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}
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}
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// no other humans to kill
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if (allHumans.Count == 0)
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// couldn't find a target :(
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if (_mind.PickFromPool(ent.Comp.Pool, ent.Comp.Filters, args.MindId) is not {} picked)
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{
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args.Cancelled = true;
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return;
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}
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_target.SetTarget(ent.Owner, _random.Pick(allHumans), target);
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}
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private void OnRandomHeadAssigned(Entity<PickRandomHeadComponent> ent, ref ObjectiveAssignedEvent args)
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{
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// invalid prototype
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if (!TryComp<TargetObjectiveComponent>(ent.Owner, out var target))
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{
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args.Cancelled = true;
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return;
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}
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// target already assigned
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if (target.Target != null)
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return;
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// no other humans to kill
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var allHumans = _mind.GetAliveHumans(args.MindId);
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if (allHumans.Count == 0)
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{
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args.Cancelled = true;
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return;
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}
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var allHeads = new HashSet<Entity<MindComponent>>();
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foreach (var person in allHumans)
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{
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if (TryComp<MindComponent>(person, out var mind) && mind.OwnedEntity is { } owned && HasComp<CommandStaffComponent>(owned))
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allHeads.Add(person);
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}
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if (allHeads.Count == 0)
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allHeads = allHumans; // fallback to non-head target
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_target.SetTarget(ent.Owner, _random.Pick(allHeads), target);
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}
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private void OnRandomTraitorProgressAssigned(Entity<RandomTraitorProgressComponent> ent, ref ObjectiveAssignedEvent args)
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{
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// invalid prototype
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if (!TryComp<TargetObjectiveComponent>(ent.Owner, out var target))
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{
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args.Cancelled = true;
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return;
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}
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var traitors = _traitorRule.GetOtherTraitorMindsAliveAndConnected(args.Mind).ToHashSet();
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// cant help anyone who is tasked with helping:
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// 1. thats boring
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// 2. no cyclic progress dependencies!!!
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foreach (var traitor in traitors)
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{
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// TODO: replace this with TryComp<ObjectivesComponent>(traitor) or something when objectives are moved out of mind
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if (!TryComp<MindComponent>(traitor.Id, out var mind))
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continue;
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foreach (var objective in mind.Objectives)
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{
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if (HasComp<HelpProgressConditionComponent>(objective))
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traitors.RemoveWhere(x => x.Mind == mind);
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}
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}
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// Can't have multiple objectives to help/save the same person
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foreach (var objective in args.Mind.Objectives)
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{
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if (HasComp<RandomTraitorAliveComponent>(objective) || HasComp<RandomTraitorProgressComponent>(objective))
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{
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if (TryComp<TargetObjectiveComponent>(objective, out var help))
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{
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traitors.RemoveWhere(x => x.Id == help.Target);
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}
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}
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}
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// no more helpable traitors
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if (traitors.Count == 0)
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{
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args.Cancelled = true;
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return;
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}
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_target.SetTarget(ent.Owner, _random.Pick(traitors).Id, target);
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}
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private void OnRandomTraitorAliveAssigned(Entity<RandomTraitorAliveComponent> ent, ref ObjectiveAssignedEvent args)
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{
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// invalid prototype
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if (!TryComp<TargetObjectiveComponent>(ent.Owner, out var target))
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{
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args.Cancelled = true;
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return;
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}
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var traitors = _traitorRule.GetOtherTraitorMindsAliveAndConnected(args.Mind).ToHashSet();
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// Can't have multiple objectives to help/save the same person
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foreach (var objective in args.Mind.Objectives)
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{
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if (HasComp<RandomTraitorAliveComponent>(objective) || HasComp<RandomTraitorProgressComponent>(objective))
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{
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if (TryComp<TargetObjectiveComponent>(objective, out var help))
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{
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traitors.RemoveWhere(x => x.Id == help.Target);
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}
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}
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}
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// You are the first/only traitor.
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if (traitors.Count == 0)
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{
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args.Cancelled = true;
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return;
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}
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_target.SetTarget(ent.Owner, _random.Pick(traitors).Id, target);
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_target.SetTarget(ent, picked, target);
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}
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}
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12
Content.Shared/Mind/Filters/AliveHumansPool.cs
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12
Content.Shared/Mind/Filters/AliveHumansPool.cs
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namespace Content.Shared.Mind.Filters;
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/// <summary>
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/// A mind pool that uses <see cref="SharedMindSystem.AddAliveHumans"/>.
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/// </summary>
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public sealed partial class AliveHumansPool : IMindPool
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{
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void IMindPool.FindMinds(HashSet<Entity<MindComponent>> minds, EntityUid? exclude, IEntityManager entMan, SharedMindSystem mindSys)
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{
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mindSys.AddAliveHumans(minds, exclude);
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}
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}
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15
Content.Shared/Mind/Filters/AntagonistMindFilter.cs
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15
Content.Shared/Mind/Filters/AntagonistMindFilter.cs
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@@ -0,0 +1,15 @@
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using Content.Shared.Roles;
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namespace Content.Shared.Mind.Filters;
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/// <summary>
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/// A mind filter that requires minds to have an antagonist role.
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/// </summary>
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public sealed partial class AntagonistMindFilter : MindFilter
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{
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protected override bool ShouldRemove(Entity<MindComponent> mind, EntityUid? exclude, IEntityManager entMan, SharedMindSystem mindSys)
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{
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var roleSys = entMan.System<SharedRoleSystem>();
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return !roleSys.MindIsAntagonist(mind);
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}
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}
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21
Content.Shared/Mind/Filters/BodyMindFilter.cs
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21
Content.Shared/Mind/Filters/BodyMindFilter.cs
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@@ -0,0 +1,21 @@
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using Content.Shared.Whitelist;
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namespace Content.Shared.Mind.Filters;
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/// <summary>
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/// A mind filter that checks the mind's owned entity against a whitelist.
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/// </summary>
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public sealed partial class BodyMindFilter : MindFilter
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{
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[DataField(required: true)]
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public EntityWhitelist Whitelist = new();
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protected override bool ShouldRemove(Entity<MindComponent> ent, EntityUid? exclude, IEntityManager entMan, SharedMindSystem mindSys)
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{
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if (ent.Comp.OwnedEntity is not {} mob)
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return true;
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var sys = entMan.System<EntityWhitelistSystem>();
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return sys.IsWhitelistFail(Whitelist, mob);
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}
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}
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22
Content.Shared/Mind/Filters/HasRoleMindFilter.cs
Normal file
22
Content.Shared/Mind/Filters/HasRoleMindFilter.cs
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@@ -0,0 +1,22 @@
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using Content.Shared.Roles;
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using Content.Shared.Whitelist;
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namespace Content.Shared.Mind.Filters;
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/// <summary>
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/// A mind filter that requires minds to have a role matching a whitelist.
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/// </summary>
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public sealed partial class HasRoleMindFilter : MindFilter
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{
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/// <summary>
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/// The whitelist a role must match for the mind to pass the filter.
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/// </summary>
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[DataField(required: true)]
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public EntityWhitelist Whitelist;
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protected override bool ShouldRemove(Entity<MindComponent> mind, EntityUid? exclude, IEntityManager entMan, SharedMindSystem mindSys)
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{
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var roleSys = entMan.System<SharedRoleSystem>();
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return roleSys.MindHasRole(mind, Whitelist);
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}
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}
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19
Content.Shared/Mind/Filters/IMindPool.cs
Normal file
19
Content.Shared/Mind/Filters/IMindPool.cs
Normal file
@@ -0,0 +1,19 @@
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Shared.Mind.Filters;
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/// <summary>
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/// A mind pool that can find minds to use for objectives etc.
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/// Further filtered by <see cref="IMindFilter"/>.
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/// </summary>
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[ImplicitDataDefinitionForInheritors]
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public partial interface IMindPool
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{
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/// <summary>
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/// Add minds for this pool to a hashset.
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/// The hashset gets reused and is cleared before this is called.
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/// </summary>
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/// <param name="minds">The hashset to add to</param>
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/// <param name="exclude">A mind entity that must not be returned</param>
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void FindMinds(HashSet<Entity<MindComponent>> minds, EntityUid? exclude, IEntityManager entMan, SharedMindSystem mindSys);
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}
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21
Content.Shared/Mind/Filters/JobMindFilter.cs
Normal file
21
Content.Shared/Mind/Filters/JobMindFilter.cs
Normal file
@@ -0,0 +1,21 @@
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using Content.Shared.Roles;
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using Content.Shared.Roles.Jobs;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.Mind.Filters;
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/// <summary>
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/// A mind filter that requires minds to have a specific job.
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/// This uses mind roles, not ID cards.
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/// </summary>
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public sealed partial class JobMindFilter : MindFilter
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{
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[DataField(required: true)]
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public ProtoId<JobPrototype> Job;
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protected override bool ShouldRemove(Entity<MindComponent> mind, EntityUid? exclude, IEntityManager entMan, SharedMindSystem mindSys)
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{
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var jobSys = entMan.System<SharedJobSystem>();
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return jobSys.MindHasJobWithId(mind, Job);
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}
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}
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32
Content.Shared/Mind/Filters/MindFilter.cs
Normal file
32
Content.Shared/Mind/Filters/MindFilter.cs
Normal file
@@ -0,0 +1,32 @@
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Shared.Mind.Filters;
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/// <summary>
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/// A mind filter that can be used to filter out minds from a <see cref="IMindPool"/>.
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/// </summary>
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[ImplicitDataDefinitionForInheritors]
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public abstract partial class MindFilter
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{
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/// <summary>
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/// The actual filter function, this has to return false for minds that get removed from the pool.
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/// An excluded mind will be the same one passed to <see cref="IMindPool.FindMinds"/>.
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/// </summary>
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||||
/// <param name="mind">The mind to check</param>
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/// <param name="exclude">The same mind passed to FindMinds</param>
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protected abstract bool ShouldRemove(Entity<MindComponent> mind, EntityUid? exclude, IEntityManager entMan, SharedMindSystem mindSys);
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|
||||
/// <summary>
|
||||
/// The high-level filter function to be used by the mind system.
|
||||
/// </summary>
|
||||
public bool Filter(Entity<MindComponent> mind, EntityUid? exclude, EntityManager entMan, SharedMindSystem mindSys)
|
||||
{
|
||||
return ShouldRemove(mind, exclude, entMan, mindSys) ^ Inverted;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Whether to invert functionality, only keeping minds that would otherwise be removed.
|
||||
/// </summary>
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||||
[DataField]
|
||||
public bool Inverted;
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||||
}
|
||||
25
Content.Shared/Mind/Filters/ObjectiveMindFilter.cs
Normal file
25
Content.Shared/Mind/Filters/ObjectiveMindFilter.cs
Normal file
@@ -0,0 +1,25 @@
|
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using Content.Shared.Whitelist;
|
||||
|
||||
namespace Content.Shared.Mind.Filters;
|
||||
|
||||
/// <summary>
|
||||
/// A mind filter that removes minds with a blacklist objective.
|
||||
/// </summary>
|
||||
public sealed partial class ObjectiveMindFilter : MindFilter
|
||||
{
|
||||
[DataField(required: true)]
|
||||
public EntityWhitelist Blacklist = new();
|
||||
|
||||
protected override bool ShouldRemove(Entity<MindComponent> mind, EntityUid? exclude, IEntityManager entMan, SharedMindSystem mindSys)
|
||||
{
|
||||
var whitelistSys = entMan.System<EntityWhitelistSystem>();
|
||||
foreach (var obj in mind.Comp.Objectives)
|
||||
{
|
||||
// mind has a blacklisted objective, remove it from the pool
|
||||
if (whitelistSys.IsBlacklistPass(Blacklist, obj))
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
}
|
||||
@@ -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>
|
||||
|
||||
@@ -6,6 +6,7 @@ using Content.Shared.Database;
|
||||
using Content.Shared.GameTicking;
|
||||
using Content.Shared.Mind;
|
||||
using Content.Shared.Roles.Jobs;
|
||||
using Content.Shared.Whitelist;
|
||||
using Robust.Shared.Audio;
|
||||
using Robust.Shared.Audio.Systems;
|
||||
using Robust.Shared.Configuration;
|
||||
@@ -19,13 +20,14 @@ namespace Content.Shared.Roles;
|
||||
|
||||
public abstract class SharedRoleSystem : EntitySystem
|
||||
{
|
||||
[Dependency] private readonly IConfigurationManager _cfg = default!;
|
||||
[Dependency] private readonly IEntityManager _entityManager = default!;
|
||||
[Dependency] private readonly IPrototypeManager _prototypes = default!;
|
||||
[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
|
||||
[Dependency] protected readonly ISharedPlayerManager Player = default!;
|
||||
[Dependency] private readonly SharedAudioSystem _audio = default!;
|
||||
[Dependency] private readonly IConfigurationManager _cfg = default!;
|
||||
[Dependency] protected readonly ISharedPlayerManager Player = default!;
|
||||
[Dependency] private readonly IEntityManager _entityManager = default!;
|
||||
[Dependency] private readonly EntityWhitelistSystem _whitelist = default!;
|
||||
[Dependency] private readonly SharedMindSystem _minds = default!;
|
||||
[Dependency] private readonly IPrototypeManager _prototypes = default!;
|
||||
|
||||
private JobRequirementOverridePrototype? _requirementOverride;
|
||||
|
||||
@@ -504,6 +506,20 @@ public abstract class SharedRoleSystem : EntitySystem
|
||||
return found;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns true if a mind has a role that matches a whitelist.
|
||||
/// </summary>
|
||||
public bool MindHasRole(Entity<MindComponent> mind, EntityWhitelist whitelist)
|
||||
{
|
||||
foreach (var roleEnt in mind.Comp.MindRoles)
|
||||
{
|
||||
if (_whitelist.IsWhitelistPass(whitelist, roleEnt))
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Finds the first mind role of a specific type on a mind entity.
|
||||
/// </summary>
|
||||
|
||||
@@ -91,6 +91,12 @@
|
||||
- type: TargetObjective
|
||||
title: objective-condition-maroon-person-title
|
||||
- type: PickRandomPerson
|
||||
filters:
|
||||
# Can't have multiple objectives to kill the same person.
|
||||
- !type:TargetObjectiveMindFilter
|
||||
blacklist:
|
||||
components:
|
||||
- KillPersonCondition
|
||||
- type: KillPersonCondition
|
||||
requireMaroon: true
|
||||
|
||||
@@ -106,7 +112,17 @@
|
||||
unique: true
|
||||
- type: TargetObjective
|
||||
title: objective-condition-kill-maroon-title
|
||||
- type: PickRandomHead
|
||||
- type: PickRandomPerson
|
||||
filters:
|
||||
- !type:BodyMindFilter
|
||||
whitelist:
|
||||
components:
|
||||
- CommandStaff
|
||||
# Can't have multiple objectives to kill the same person.
|
||||
- !type:TargetObjectiveMindFilter
|
||||
blacklist:
|
||||
components:
|
||||
- KillPersonCondition
|
||||
- type: KillPersonCondition
|
||||
# don't count missing evac as killing as heads are higher profile, so you really need to do the dirty work
|
||||
# if ce flies a shittle to centcom you better find a way onto it
|
||||
@@ -124,7 +140,18 @@
|
||||
difficulty: 1.75
|
||||
- type: TargetObjective
|
||||
title: objective-condition-other-traitor-alive-title
|
||||
- type: RandomTraitorAlive
|
||||
- type: PickRandomPerson
|
||||
filters:
|
||||
- !type:HasRoleMindFilter
|
||||
whitelist:
|
||||
components:
|
||||
- TraitorRole
|
||||
# Can't have multiple objectives to help/save the same person
|
||||
- !type:TargetObjectiveMindFilter
|
||||
blacklist:
|
||||
components:
|
||||
- RandomTraitorAlive
|
||||
- RandomTraitorProgress
|
||||
|
||||
- type: entity
|
||||
parent: [BaseTraitorSocialObjective, BaseHelpProgressObjective]
|
||||
@@ -135,7 +162,25 @@
|
||||
difficulty: 2.5
|
||||
- type: TargetObjective
|
||||
title: objective-condition-other-traitor-progress-title
|
||||
- type: RandomTraitorProgress
|
||||
- type: PickRandomPerson
|
||||
filters:
|
||||
- !type:HasRoleMindFilter
|
||||
whitelist:
|
||||
components:
|
||||
- TraitorRole
|
||||
# Can't help anyone who is tasked with helping:
|
||||
# 1. thats boring
|
||||
# 2. no cyclic progress dependencies!!!
|
||||
- !type:ObjectiveMindFilter
|
||||
blacklist:
|
||||
components:
|
||||
- HelpProgressCondition
|
||||
# Can't have multiple objectives to help/save the same person
|
||||
- !type:TargetObjectiveMindFilter
|
||||
blacklist:
|
||||
components:
|
||||
- RandomTraitorAlive
|
||||
- RandomTraitorProgress
|
||||
|
||||
# steal
|
||||
|
||||
|
||||
Reference in New Issue
Block a user