Fix antag objectives always overshooting MaxDifficulty (and kill tries20) (#29830)

* The death of try20

* Add integration test for traitor gamerule

* Fix max difficulty being overshot

* Check at least one objective is assigned

* EntProtoId
This commit is contained in:
Tayrtahn
2024-07-13 00:14:30 -04:00
committed by GitHub
parent de2ab29f34
commit 3388c0dcaa
5 changed files with 184 additions and 18 deletions

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@@ -0,0 +1,133 @@
using System.Linq;
using Content.Server.Antag.Components;
using Content.Server.GameTicking;
using Content.Server.GameTicking.Rules;
using Content.Server.GameTicking.Rules.Components;
using Content.Server.Mind;
using Content.Server.Roles;
using Content.Shared.GameTicking;
using Content.Shared.GameTicking.Components;
using Content.Shared.Mind;
using Content.Shared.NPC.Systems;
using Content.Shared.Objectives.Components;
using Robust.Shared.GameObjects;
using Robust.Shared.Prototypes;
namespace Content.IntegrationTests.Tests.GameRules;
[TestFixture]
public sealed class TraitorRuleTest
{
private const string TraitorGameRuleProtoId = "Traitor";
private const string TraitorAntagRoleName = "Traitor";
[Test]
public async Task TestTraitorObjectives()
{
await using var pair = await PoolManager.GetServerClient(new PoolSettings()
{
Dirty = true,
DummyTicker = false,
Connected = true,
InLobby = true,
});
var server = pair.Server;
var client = pair.Client;
var entMan = server.EntMan;
var protoMan = server.ProtoMan;
var compFact = server.ResolveDependency<IComponentFactory>();
var ticker = server.System<GameTicker>();
var mindSys = server.System<MindSystem>();
var roleSys = server.System<RoleSystem>();
var factionSys = server.System<NpcFactionSystem>();
var traitorRuleSys = server.System<TraitorRuleSystem>();
// Look up the minimum player count and max total objective difficulty for the game rule
var minPlayers = 1;
var maxDifficulty = 0f;
await server.WaitAssertion(() =>
{
Assert.That(protoMan.TryIndex<EntityPrototype>(TraitorGameRuleProtoId, out var gameRuleEnt),
$"Failed to lookup traitor game rule entity prototype with ID \"{TraitorGameRuleProtoId}\"!");
Assert.That(gameRuleEnt.TryGetComponent<GameRuleComponent>(out var gameRule, compFact),
$"Game rule entity {TraitorGameRuleProtoId} does not have a GameRuleComponent!");
Assert.That(gameRuleEnt.TryGetComponent<AntagRandomObjectivesComponent>(out var randomObjectives, compFact),
$"Game rule entity {TraitorGameRuleProtoId} does not have an AntagRandomObjectivesComponent!");
minPlayers = gameRule.MinPlayers;
maxDifficulty = randomObjectives.MaxDifficulty;
});
// Initially in the lobby
Assert.That(ticker.RunLevel, Is.EqualTo(GameRunLevel.PreRoundLobby));
Assert.That(client.AttachedEntity, Is.Null);
Assert.That(ticker.PlayerGameStatuses[client.User!.Value], Is.EqualTo(PlayerGameStatus.NotReadyToPlay));
// Add enough dummy players for the game rule
var dummies = await pair.Server.AddDummySessions(minPlayers);
await pair.RunTicksSync(5);
// Initially, the players have no attached entities
Assert.That(pair.Player?.AttachedEntity, Is.Null);
Assert.That(dummies.All(x => x.AttachedEntity == null));
// Opt-in the player for the traitor role
await pair.SetAntagPreference(TraitorAntagRoleName, true);
// Add the game rule
var gameRuleEnt = ticker.AddGameRule(TraitorGameRuleProtoId);
Assert.That(entMan.TryGetComponent<TraitorRuleComponent>(gameRuleEnt, out var traitorRule));
// Ready up
ticker.ToggleReadyAll(true);
Assert.That(ticker.PlayerGameStatuses.Values.All(x => x == PlayerGameStatus.ReadyToPlay));
// Start the round
await server.WaitPost(() =>
{
ticker.StartRound();
// Force traitor mode to start (skip the delay)
ticker.StartGameRule(gameRuleEnt);
});
await pair.RunTicksSync(10);
// Game should have started
Assert.That(ticker.RunLevel, Is.EqualTo(GameRunLevel.InRound));
Assert.That(ticker.PlayerGameStatuses.Values.All(x => x == PlayerGameStatus.JoinedGame));
Assert.That(client.EntMan.EntityExists(client.AttachedEntity));
// Check the player and dummies are spawned
var dummyEnts = dummies.Select(x => x.AttachedEntity ?? default).ToArray();
var player = pair.Player!.AttachedEntity!.Value;
Assert.That(entMan.EntityExists(player));
Assert.That(dummyEnts.All(entMan.EntityExists));
// Make sure the player is a traitor.
var mind = mindSys.GetMind(player)!.Value;
Assert.That(roleSys.MindIsAntagonist(mind));
Assert.That(factionSys.IsMember(player, "Syndicate"), Is.True);
Assert.That(factionSys.IsMember(player, "NanoTrasen"), Is.False);
Assert.That(traitorRule.TotalTraitors, Is.EqualTo(1));
Assert.That(traitorRule.TraitorMinds[0], Is.EqualTo(mind));
// Check total objective difficulty
Assert.That(entMan.TryGetComponent<MindComponent>(mind, out var mindComp));
var totalDifficulty = mindComp.Objectives.Sum(o => entMan.GetComponent<ObjectiveComponent>(o).Difficulty);
Assert.That(totalDifficulty, Is.AtMost(maxDifficulty),
$"MaxDifficulty exceeded! Objectives: {string.Join(", ", mindComp.Objectives.Select(o => FormatObjective(o, entMan)))}");
Assert.That(mindComp.Objectives, Is.Not.Empty,
$"No objectives assigned!");
await pair.CleanReturnAsync();
}
private static string FormatObjective(Entity<ObjectiveComponent> entity, IEntityManager entMan)
{
var meta = entMan.GetComponent<MetaDataComponent>(entity);
var objective = entMan.GetComponent<ObjectiveComponent>(entity);
return $"{meta.EntityName} ({objective.Difficulty})";
}
}

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@@ -39,7 +39,8 @@ public sealed class AntagRandomObjectivesSystem : EntitySystem
for (var pick = 0; pick < set.MaxPicks && ent.Comp.MaxDifficulty > difficulty; pick++)
{
if (_objectives.GetRandomObjective(mindId, mind, set.Groups) is not {} objective)
var remainingDifficulty = ent.Comp.MaxDifficulty - difficulty;
if (_objectives.GetRandomObjective(mindId, mind, set.Groups, remainingDifficulty) is not { } objective)
continue;
_mind.AddObjective(mindId, mind, objective);

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@@ -12,6 +12,7 @@ using Robust.Shared.Random;
using System.Linq;
using System.Text;
using Robust.Server.Player;
using Robust.Shared.Utility;
namespace Content.Server.Objectives;
@@ -180,33 +181,32 @@ public sealed class ObjectivesSystem : SharedObjectivesSystem
}
}
public EntityUid? GetRandomObjective(EntityUid mindId, MindComponent mind, string objectiveGroupProto)
public EntityUid? GetRandomObjective(EntityUid mindId, MindComponent mind, ProtoId<WeightedRandomPrototype> objectiveGroupProto, float maxDifficulty)
{
if (!_prototypeManager.TryIndex<WeightedRandomPrototype>(objectiveGroupProto, out var groups))
if (!_prototypeManager.TryIndex(objectiveGroupProto, out var groupsProto))
{
Log.Error($"Tried to get a random objective, but can't index WeightedRandomPrototype {objectiveGroupProto}");
return null;
}
// TODO replace whatever the fuck this is with a proper objective selection system
// yeah the old 'preventing infinite loops' thing wasn't super elegant either and it mislead people on what exactly it did
var tries = 0;
while (tries < 20)
{
var groupName = groups.Pick(_random);
// Make a copy of the weights so we don't trash the prototype by removing entries
var groups = groupsProto.Weights.ShallowClone();
while (_random.TryPickAndTake(groups, out var groupName))
{
if (!_prototypeManager.TryIndex<WeightedRandomPrototype>(groupName, out var group))
{
Log.Error($"Couldn't index objective group prototype {groupName}");
return null;
}
var proto = group.Pick(_random);
var objective = TryCreateObjective(mindId, mind, proto);
if (objective != null)
var objectives = group.Weights.ShallowClone();
while (_random.TryPickAndTake(objectives, out var objectiveProto))
{
if (TryCreateObjective((mindId, mind), objectiveProto, out var objective)
&& Comp<ObjectiveComponent>(objective.Value).Difficulty <= maxDifficulty)
return objective;
tries++;
}
}
return null;

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@@ -1,5 +1,5 @@
using System.Diagnostics.CodeAnalysis;
using Content.Shared.Mind;
using Content.Shared.Objectives;
using Content.Shared.Objectives.Components;
using Robust.Shared.Prototypes;
using Robust.Shared.Utility;
@@ -40,7 +40,7 @@ public abstract class SharedObjectivesSystem : EntitySystem
if (comp.Unique)
{
var proto = _metaQuery.GetComponent(uid).EntityPrototype?.ID;
foreach (var objective in mind.AllObjectives)
foreach (var objective in mind.Objectives)
{
if (_metaQuery.GetComponent(objective).EntityPrototype?.ID == proto)
return false;
@@ -92,7 +92,18 @@ public abstract class SharedObjectivesSystem : EntitySystem
}
/// <summary>
/// Get the title, description, icon and progress of an objective using <see cref="ObjectiveGetProgressEvent"/>.
/// Spawns and assigns an objective for a mind.
/// The objective is not added to the mind's objectives, mind system does that in TryAddObjective.
/// If the objective could not be assigned the objective is deleted and false is returned.
/// </summary>
public bool TryCreateObjective(Entity<MindComponent> mind, EntProtoId proto, [NotNullWhen(true)] out EntityUid? objective)
{
objective = TryCreateObjective(mind.Owner, mind.Comp, proto);
return objective != null;
}
/// <summary>
/// Get the title, description, icon and progress of an objective using <see cref="ObjectiveGetInfoEvent"/>.
/// If any of them are null it is logged and null is returned.
/// </summary>
/// <param name="uid"/>ID of the condition entity</param>

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@@ -1,3 +1,4 @@
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Content.Shared.Dataset;
using Content.Shared.FixedPoint;
@@ -87,6 +88,26 @@ namespace Content.Shared.Random.Helpers
throw new InvalidOperationException("Invalid weighted pick");
}
public static T PickAndTake<T>(this IRobustRandom random, Dictionary<T, float> weights)
where T : notnull
{
var pick = Pick(random, weights);
weights.Remove(pick);
return pick;
}
public static bool TryPickAndTake<T>(this IRobustRandom random, Dictionary<T, float> weights, [NotNullWhen(true)] out T? pick)
where T : notnull
{
if (weights.Count == 0)
{
pick = default;
return false;
}
pick = PickAndTake(random, weights);
return true;
}
public static (string reagent, FixedPoint2 quantity) Pick(this WeightedRandomFillSolutionPrototype prototype, IRobustRandom? random = null)
{
var randomFill = prototype.PickRandomFill(random);