Add condition support to entity tables (#36819)
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@@ -0,0 +1,28 @@
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using Content.Shared.EntityTable.EntitySelectors;
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using JetBrains.Annotations;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.EntityTable.Conditions;
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/// <summary>
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/// Used for implementing conditional logic for <see cref="EntityTableSelector"/>.
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/// </summary>
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[ImplicitDataDefinitionForInheritors, UsedImplicitly(ImplicitUseTargetFlags.WithInheritors)]
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public abstract partial class EntityTableCondition
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{
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/// <summary>
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/// If true, inverts the result of the condition.
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/// </summary>
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[DataField]
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public bool Invert;
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public bool Evaluate(IEntityManager entMan, IPrototypeManager proto)
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{
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var res = EvaluateImplementation(entMan, proto);
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// XOR eval to invert the result.
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return res ^ Invert;
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}
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public abstract bool EvaluateImplementation(IEntityManager entMan, IPrototypeManager proto);
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}
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@@ -0,0 +1,34 @@
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.EntityTable.Conditions;
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/// <summary>
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/// Condition that passes only if the server player count is within a certain range.
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/// </summary>
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public sealed partial class PlayerCountCondition : EntityTableCondition
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{
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/// <summary>
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/// Minimum players of needed for this condition to succeed. Inclusive.
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/// </summary>
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[DataField]
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public int Min = int.MinValue;
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/// <summary>
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/// Maximum numbers of players there can be for this condition to succeed. Inclusive.
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/// </summary>
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[DataField]
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public int Max = int.MaxValue;
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private static ISharedPlayerManager? _playerManager;
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public override bool EvaluateImplementation(IEntityManager entMan, IPrototypeManager proto)
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{
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// Don't resolve this repeatedly
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_playerManager ??= IoCManager.Resolve<ISharedPlayerManager>();
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var playerCount = _playerManager.PlayerCount;
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return playerCount >= Min && playerCount <= Max;
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}
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}
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@@ -1,3 +1,4 @@
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using Content.Shared.EntityTable.Conditions;
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using Content.Shared.EntityTable.ValueSelector;
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using JetBrains.Annotations;
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using Robust.Shared.Prototypes;
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@@ -26,10 +27,26 @@ public abstract partial class EntityTableSelector
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[DataField]
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public double Prob = 1;
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/// <summary>
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/// A list of conditions that must evaluate to 'true' for the selector to apply.
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/// </summary>
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[DataField]
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public List<EntityTableCondition> Conditions = new();
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/// <summary>
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/// If true, all the conditions must be successful in order for the selector to process.
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/// Otherwise, only one of them must be.
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/// </summary>
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[DataField]
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public bool RequireAll = true;
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public IEnumerable<EntProtoId> GetSpawns(System.Random rand,
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IEntityManager entMan,
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IPrototypeManager proto)
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{
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if (!CheckConditions(entMan, proto))
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yield break;
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var rolls = Rolls.Get(rand);
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for (var i = 0; i < rolls; i++)
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{
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@@ -43,6 +60,28 @@ public abstract partial class EntityTableSelector
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}
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}
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public bool CheckConditions(IEntityManager entMan, IPrototypeManager proto)
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{
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if (Conditions.Count == 0)
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return true;
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var success = false;
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foreach (var condition in Conditions)
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{
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var res = condition.Evaluate(entMan, proto);
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if (RequireAll && !res)
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return false; // intentional break out of loop and function
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success |= res;
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}
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if (RequireAll)
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return true;
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return success;
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}
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protected abstract IEnumerable<EntProtoId> GetSpawnsImplementation(System.Random rand,
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IEntityManager entMan,
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IPrototypeManager proto);
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@@ -18,6 +18,10 @@ public sealed partial class GroupSelector : EntityTableSelector
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var children = new Dictionary<EntityTableSelector, float>(Children.Count);
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foreach (var child in Children)
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{
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// Don't include invalid groups
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if (!child.CheckConditions(entMan, proto))
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continue;
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children.Add(child, child.Weight);
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}
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@@ -51,6 +51,10 @@
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- id: SpaceCash1000
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- id: WeaponDisabler
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- id: ClothingEyesGlassesCommand
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- id: HeadSkeleton # A skull to accompany your skeleton crew
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conditions:
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- !type:PlayerCountCondition
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max: 15
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# No laser table + Laser table
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- type: entityTable
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