Cleanup Objective files, add PickSpecificPersonComponent (#35802)

* cleanup objectives

* remove unrelated access restriction

* review
This commit is contained in:
slarticodefast
2025-03-13 01:41:50 +01:00
committed by GitHub
parent 3f8be60a8d
commit 48a4aa3929
10 changed files with 246 additions and 200 deletions

View File

@@ -1,31 +1,23 @@
using Content.Server.GameTicking.Rules;
using Content.Server.Objectives.Components;
using Content.Shared.Mind;
using Content.Shared.Objectives.Components;
using Content.Shared.Objectives.Systems;
using Content.Shared.Roles.Jobs;
using Robust.Shared.Random;
using System.Linq;
namespace Content.Server.Objectives.Systems;
/// <summary>
/// Handles help progress condition logic and picking random help targets.
/// Handles help progress condition logic.
/// </summary>
public sealed class HelpProgressConditionSystem : EntitySystem
{
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly SharedObjectivesSystem _objectives = default!;
[Dependency] private readonly TargetObjectiveSystem _target = default!;
[Dependency] private readonly TraitorRuleSystem _traitorRule = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<HelpProgressConditionComponent, ObjectiveGetProgressEvent>(OnGetProgress);
SubscribeLocalEvent<RandomTraitorProgressComponent, ObjectiveAssignedEvent>(OnTraitorAssigned);
}
private void OnGetProgress(EntityUid uid, HelpProgressConditionComponent comp, ref ObjectiveGetProgressEvent args)
@@ -36,55 +28,6 @@ public sealed class HelpProgressConditionSystem : EntitySystem
args.Progress = GetProgress(target.Value);
}
private void OnTraitorAssigned(EntityUid uid, RandomTraitorProgressComponent comp, ref ObjectiveAssignedEvent args)
{
// invalid prototype
if (!TryComp<TargetObjectiveComponent>(uid, out var target))
{
args.Cancelled = true;
return;
}
var traitors = _traitorRule.GetOtherTraitorMindsAliveAndConnected(args.Mind).ToHashSet();
// cant help anyone who is tasked with helping:
// 1. thats boring
// 2. no cyclic progress dependencies!!!
foreach (var traitor in traitors)
{
// TODO: replace this with TryComp<ObjectivesComponent>(traitor) or something when objectives are moved out of mind
if (!TryComp<MindComponent>(traitor.Id, out var mind))
continue;
foreach (var objective in mind.Objectives)
{
if (HasComp<HelpProgressConditionComponent>(objective))
traitors.RemoveWhere(x => x.Mind == mind);
}
}
// Can't have multiple objectives to help/save the same person
foreach (var objective in args.Mind.Objectives)
{
if (HasComp<RandomTraitorAliveComponent>(objective) || HasComp<RandomTraitorProgressComponent>(objective))
{
if (TryComp<TargetObjectiveComponent>(objective, out var help))
{
traitors.RemoveWhere(x => x.Id == help.Target);
}
}
}
// no more helpable traitors
if (traitors.Count == 0)
{
args.Cancelled = true;
return;
}
_target.SetTarget(uid, _random.Pick(traitors).Id, target);
}
private float GetProgress(EntityUid target)
{
var total = 0f; // how much progress they have