Add condition support to entity tables (#36819)

This commit is contained in:
Nemanja
2025-05-02 04:37:14 -04:00
committed by GitHub
parent 25108234ea
commit 26ebf06b81
5 changed files with 109 additions and 0 deletions

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@@ -0,0 +1,28 @@
using Content.Shared.EntityTable.EntitySelectors;
using JetBrains.Annotations;
using Robust.Shared.Prototypes;
namespace Content.Shared.EntityTable.Conditions;
/// <summary>
/// Used for implementing conditional logic for <see cref="EntityTableSelector"/>.
/// </summary>
[ImplicitDataDefinitionForInheritors, UsedImplicitly(ImplicitUseTargetFlags.WithInheritors)]
public abstract partial class EntityTableCondition
{
/// <summary>
/// If true, inverts the result of the condition.
/// </summary>
[DataField]
public bool Invert;
public bool Evaluate(IEntityManager entMan, IPrototypeManager proto)
{
var res = EvaluateImplementation(entMan, proto);
// XOR eval to invert the result.
return res ^ Invert;
}
public abstract bool EvaluateImplementation(IEntityManager entMan, IPrototypeManager proto);
}

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@@ -0,0 +1,34 @@
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
namespace Content.Shared.EntityTable.Conditions;
/// <summary>
/// Condition that passes only if the server player count is within a certain range.
/// </summary>
public sealed partial class PlayerCountCondition : EntityTableCondition
{
/// <summary>
/// Minimum players of needed for this condition to succeed. Inclusive.
/// </summary>
[DataField]
public int Min = int.MinValue;
/// <summary>
/// Maximum numbers of players there can be for this condition to succeed. Inclusive.
/// </summary>
[DataField]
public int Max = int.MaxValue;
private static ISharedPlayerManager? _playerManager;
public override bool EvaluateImplementation(IEntityManager entMan, IPrototypeManager proto)
{
// Don't resolve this repeatedly
_playerManager ??= IoCManager.Resolve<ISharedPlayerManager>();
var playerCount = _playerManager.PlayerCount;
return playerCount >= Min && playerCount <= Max;
}
}

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@@ -1,3 +1,4 @@
using Content.Shared.EntityTable.Conditions;
using Content.Shared.EntityTable.ValueSelector; using Content.Shared.EntityTable.ValueSelector;
using JetBrains.Annotations; using JetBrains.Annotations;
using Robust.Shared.Prototypes; using Robust.Shared.Prototypes;
@@ -26,10 +27,26 @@ public abstract partial class EntityTableSelector
[DataField] [DataField]
public double Prob = 1; public double Prob = 1;
/// <summary>
/// A list of conditions that must evaluate to 'true' for the selector to apply.
/// </summary>
[DataField]
public List<EntityTableCondition> Conditions = new();
/// <summary>
/// If true, all the conditions must be successful in order for the selector to process.
/// Otherwise, only one of them must be.
/// </summary>
[DataField]
public bool RequireAll = true;
public IEnumerable<EntProtoId> GetSpawns(System.Random rand, public IEnumerable<EntProtoId> GetSpawns(System.Random rand,
IEntityManager entMan, IEntityManager entMan,
IPrototypeManager proto) IPrototypeManager proto)
{ {
if (!CheckConditions(entMan, proto))
yield break;
var rolls = Rolls.Get(rand); var rolls = Rolls.Get(rand);
for (var i = 0; i < rolls; i++) for (var i = 0; i < rolls; i++)
{ {
@@ -43,6 +60,28 @@ public abstract partial class EntityTableSelector
} }
} }
public bool CheckConditions(IEntityManager entMan, IPrototypeManager proto)
{
if (Conditions.Count == 0)
return true;
var success = false;
foreach (var condition in Conditions)
{
var res = condition.Evaluate(entMan, proto);
if (RequireAll && !res)
return false; // intentional break out of loop and function
success |= res;
}
if (RequireAll)
return true;
return success;
}
protected abstract IEnumerable<EntProtoId> GetSpawnsImplementation(System.Random rand, protected abstract IEnumerable<EntProtoId> GetSpawnsImplementation(System.Random rand,
IEntityManager entMan, IEntityManager entMan,
IPrototypeManager proto); IPrototypeManager proto);

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@@ -18,6 +18,10 @@ public sealed partial class GroupSelector : EntityTableSelector
var children = new Dictionary<EntityTableSelector, float>(Children.Count); var children = new Dictionary<EntityTableSelector, float>(Children.Count);
foreach (var child in Children) foreach (var child in Children)
{ {
// Don't include invalid groups
if (!child.CheckConditions(entMan, proto))
continue;
children.Add(child, child.Weight); children.Add(child, child.Weight);
} }

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@@ -51,6 +51,10 @@
- id: SpaceCash1000 - id: SpaceCash1000
- id: WeaponDisabler - id: WeaponDisabler
- id: ClothingEyesGlassesCommand - id: ClothingEyesGlassesCommand
- id: HeadSkeleton # A skull to accompany your skeleton crew
conditions:
- !type:PlayerCountCondition
max: 15
# No laser table + Laser table # No laser table + Laser table
- type: entityTable - type: entityTable