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

@@ -1,12 +1,8 @@
using Content.Server.Objectives.Systems;
namespace Content.Server.Objectives.Components;
/// <summary>
/// Sets the target for <see cref="TargetObjectiveComponent"/> to a random head.
/// If there are no heads it will fallback to any person.
/// </summary>
[RegisterComponent, Access(typeof(KillPersonConditionSystem))]
public sealed partial class PickRandomHeadComponent : Component
{
}
[RegisterComponent]
public sealed partial class PickRandomHeadComponent : Component;

View File

@@ -1,11 +1,7 @@
using Content.Server.Objectives.Systems;
namespace Content.Server.Objectives.Components;
/// <summary>
/// Sets the target for <see cref="TargetObjectiveComponent"/> to a random person.
/// </summary>
[RegisterComponent, Access(typeof(KillPersonConditionSystem))]
public sealed partial class PickRandomPersonComponent : Component
{
}
[RegisterComponent]
public sealed partial class PickRandomPersonComponent : Component;

View File

@@ -0,0 +1,8 @@
namespace Content.Server.Objectives.Components;
/// <summary>
/// Sets this objective's target to the one given in <see cref="TargetOverrideComponent"/>, if the entity has it.
/// This component needs to be added to objective entity itself.
/// </summary>
[RegisterComponent]
public sealed partial class PickSpecificPersonComponent : Component;

View File

@@ -1,11 +1,7 @@
using Content.Server.Objectives.Systems;
namespace Content.Server.Objectives.Components;
/// <summary>
/// Sets the target for <see cref="KeepAliveConditionComponent"/> to a random traitor.
/// </summary>
[RegisterComponent, Access(typeof(KeepAliveConditionSystem))]
public sealed partial class RandomTraitorAliveComponent : Component
{
}
[RegisterComponent]
public sealed partial class RandomTraitorAliveComponent : Component;

View File

@@ -1,11 +1,7 @@
using Content.Server.Objectives.Systems;
namespace Content.Server.Objectives.Components;
/// <summary>
/// Sets the target for <see cref="HelpProgressConditionComponent"/> to a random traitor.
/// </summary>
[RegisterComponent, Access(typeof(HelpProgressConditionSystem))]
public sealed partial class RandomTraitorProgressComponent : Component
{
}
[RegisterComponent]
public sealed partial class RandomTraitorProgressComponent : Component;

View File

@@ -0,0 +1,16 @@
namespace Content.Server.Objectives.Components;
/// <summary>
/// Sets a target objective to a specific target when receiving it.
/// The objective entity needs to have <see cref="PickSpecificPersonComponent"/>.
/// This component needs to be added to entity receiving the objective.
/// </summary>
[RegisterComponent]
public sealed partial class TargetOverrideComponent : Component
{
/// <summary>
/// The entity that should be targeted.
/// </summary>
[DataField]
public EntityUid? Target;
}

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

View File

@@ -1,30 +1,22 @@
using Content.Server.Objectives.Components;
using Content.Server.GameTicking.Rules;
using Content.Shared.Mind;
using Content.Shared.Objectives.Components;
using Content.Shared.Roles.Jobs;
using Robust.Shared.Random;
using System.Linq;
namespace Content.Server.Objectives.Systems;
/// <summary>
/// Handles keep alive condition logic and picking random traitors to keep alive.
/// Handles keep alive condition logic.
/// </summary>
public sealed class KeepAliveConditionSystem : EntitySystem
{
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly SharedMindSystem _mind = default!;
[Dependency] private readonly TargetObjectiveSystem _target = default!;
[Dependency] private readonly TraitorRuleSystem _traitorRule = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<KeepAliveConditionComponent, ObjectiveGetProgressEvent>(OnGetProgress);
SubscribeLocalEvent<RandomTraitorAliveComponent, ObjectiveAssignedEvent>(OnAssigned);
}
private void OnGetProgress(EntityUid uid, KeepAliveConditionComponent comp, ref ObjectiveGetProgressEvent args)
@@ -35,39 +27,6 @@ public sealed class KeepAliveConditionSystem : EntitySystem
args.Progress = GetProgress(target.Value);
}
private void OnAssigned(EntityUid uid, RandomTraitorAliveComponent comp, ref ObjectiveAssignedEvent args)
{
// invalid prototype
if (!TryComp<TargetObjectiveComponent>(uid, out var target))
{
args.Cancelled = true;
return;
}
var traitors = _traitorRule.GetOtherTraitorMindsAliveAndConnected(args.Mind).ToHashSet();
// 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);
}
}
}
// You are the first/only traitor.
if (traitors.Count == 0)
{
args.Cancelled = true;
return;
}
_target.SetTarget(uid, _random.Pick(traitors).Id, target);
}
private float GetProgress(EntityUid target)
{
if (!TryComp<MindComponent>(target, out var mind))

View File

@@ -1,12 +1,9 @@
using Content.Server.Objectives.Components;
using Content.Server.Revolutionary.Components;
using Content.Server.Shuttles.Systems;
using Content.Shared.CCVar;
using Content.Shared.Mind;
using Content.Shared.Objectives.Components;
using Robust.Shared.Configuration;
using Robust.Shared.Random;
using System.Linq;
namespace Content.Server.Objectives.Systems;
@@ -17,7 +14,6 @@ public sealed class KillPersonConditionSystem : EntitySystem
{
[Dependency] private readonly EmergencyShuttleSystem _emergencyShuttle = default!;
[Dependency] private readonly IConfigurationManager _config = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly SharedMindSystem _mind = default!;
[Dependency] private readonly TargetObjectiveSystem _target = default!;
@@ -26,10 +22,6 @@ public sealed class KillPersonConditionSystem : EntitySystem
base.Initialize();
SubscribeLocalEvent<KillPersonConditionComponent, ObjectiveGetProgressEvent>(OnGetProgress);
SubscribeLocalEvent<PickRandomPersonComponent, ObjectiveAssignedEvent>(OnPersonAssigned);
SubscribeLocalEvent<PickRandomHeadComponent, ObjectiveAssignedEvent>(OnHeadAssigned);
}
private void OnGetProgress(EntityUid uid, KillPersonConditionComponent comp, ref ObjectiveGetProgressEvent args)
@@ -40,74 +32,6 @@ public sealed class KillPersonConditionSystem : EntitySystem
args.Progress = GetProgress(target.Value, comp.RequireDead);
}
private void OnPersonAssigned(EntityUid uid, PickRandomPersonComponent comp, ref ObjectiveAssignedEvent args)
{
// invalid objective prototype
if (!TryComp<TargetObjectiveComponent>(uid, out var target))
{
args.Cancelled = true;
return;
}
// target already assigned
if (target.Target != null)
return;
var allHumans = _mind.GetAliveHumans(args.MindId);
// Can't have multiple objectives to kill the same person
foreach (var objective in args.Mind.Objectives)
{
if (HasComp<KillPersonConditionComponent>(objective) && TryComp<TargetObjectiveComponent>(objective, out var kill))
{
allHumans.RemoveWhere(x => x.Owner == kill.Target);
}
}
// no other humans to kill
if (allHumans.Count == 0)
{
args.Cancelled = true;
return;
}
_target.SetTarget(uid, _random.Pick(allHumans), target);
}
private void OnHeadAssigned(EntityUid uid, PickRandomHeadComponent comp, ref ObjectiveAssignedEvent args)
{
// invalid prototype
if (!TryComp<TargetObjectiveComponent>(uid, out var target))
{
args.Cancelled = true;
return;
}
// target already assigned
if (target.Target != null)
return;
// no other humans to kill
var allHumans = _mind.GetAliveHumans(args.MindId);
if (allHumans.Count == 0)
{
args.Cancelled = true;
return;
}
var allHeads = new HashSet<Entity<MindComponent>>();
foreach (var person in allHumans)
{
if (TryComp<MindComponent>(person, out var mind) && mind.OwnedEntity is { } ent && HasComp<CommandStaffComponent>(ent))
allHeads.Add(person);
}
if (allHeads.Count == 0)
allHeads = allHumans; // fallback to non-head target
_target.SetTarget(uid, _random.Pick(allHeads), target);
}
private float GetProgress(EntityUid target, bool requireDead)
{
// deleted or gibbed or something, counts as dead

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@@ -0,0 +1,212 @@
using Content.Server.Objectives.Components;
using Content.Shared.Mind;
using Content.Shared.Objectives.Components;
using Content.Server.GameTicking.Rules;
using Content.Server.Revolutionary.Components;
using Robust.Shared.Random;
using System.Linq;
namespace Content.Server.Objectives.Systems;
/// <summary>
/// Handles assinging a target to an objective entity with <see cref="TargetObjectiveComponent"/> using different components.
/// These can be combined with condition components for objective completions in order to create a variety of objectives.
/// </summary>
public sealed class PickObjectiveTargetSystem : EntitySystem
{
[Dependency] private readonly TargetObjectiveSystem _target = default!;
[Dependency] private readonly SharedMindSystem _mind = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly TraitorRuleSystem _traitorRule = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<PickSpecificPersonComponent, ObjectiveAssignedEvent>(OnSpecificPersonAssigned);
SubscribeLocalEvent<PickRandomPersonComponent, ObjectiveAssignedEvent>(OnRandomPersonAssigned);
SubscribeLocalEvent<PickRandomHeadComponent, ObjectiveAssignedEvent>(OnRandomHeadAssigned);
SubscribeLocalEvent<RandomTraitorProgressComponent, ObjectiveAssignedEvent>(OnRandomTraitorProgressAssigned);
SubscribeLocalEvent<RandomTraitorAliveComponent, ObjectiveAssignedEvent>(OnRandomTraitorAliveAssigned);
}
private void OnSpecificPersonAssigned(Entity<PickSpecificPersonComponent> ent, ref ObjectiveAssignedEvent args)
{
// invalid objective prototype
if (!TryComp<TargetObjectiveComponent>(ent.Owner, out var target))
{
args.Cancelled = true;
return;
}
// target already assigned
if (target.Target != null)
return;
if (args.Mind.OwnedEntity == null)
{
args.Cancelled = true;
return;
}
var user = args.Mind.OwnedEntity.Value;
if (!TryComp<TargetOverrideComponent>(user, out var targetComp) || targetComp.Target == null)
{
args.Cancelled = true;
return;
}
_target.SetTarget(ent.Owner, targetComp.Target.Value);
}
private void OnRandomPersonAssigned(Entity<PickRandomPersonComponent> ent, ref ObjectiveAssignedEvent args)
{
// invalid objective prototype
if (!TryComp<TargetObjectiveComponent>(ent.Owner, out var target))
{
args.Cancelled = true;
return;
}
// target already assigned
if (target.Target != null)
return;
var allHumans = _mind.GetAliveHumans(args.MindId);
// Can't have multiple objectives to kill the same person
foreach (var objective in args.Mind.Objectives)
{
if (HasComp<KillPersonConditionComponent>(objective) && TryComp<TargetObjectiveComponent>(objective, out var kill))
{
allHumans.RemoveWhere(x => x.Owner == kill.Target);
}
}
// no other humans to kill
if (allHumans.Count == 0)
{
args.Cancelled = true;
return;
}
_target.SetTarget(ent.Owner, _random.Pick(allHumans), target);
}
private void OnRandomHeadAssigned(Entity<PickRandomHeadComponent> ent, ref ObjectiveAssignedEvent args)
{
// invalid prototype
if (!TryComp<TargetObjectiveComponent>(ent.Owner, out var target))
{
args.Cancelled = true;
return;
}
// target already assigned
if (target.Target != null)
return;
// no other humans to kill
var allHumans = _mind.GetAliveHumans(args.MindId);
if (allHumans.Count == 0)
{
args.Cancelled = true;
return;
}
var allHeads = new HashSet<Entity<MindComponent>>();
foreach (var person in allHumans)
{
if (TryComp<MindComponent>(person, out var mind) && mind.OwnedEntity is { } owned && HasComp<CommandStaffComponent>(owned))
allHeads.Add(person);
}
if (allHeads.Count == 0)
allHeads = allHumans; // fallback to non-head target
_target.SetTarget(ent.Owner, _random.Pick(allHeads), target);
}
private void OnRandomTraitorProgressAssigned(Entity<RandomTraitorProgressComponent> ent, ref ObjectiveAssignedEvent args)
{
// invalid prototype
if (!TryComp<TargetObjectiveComponent>(ent.Owner, 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(ent.Owner, _random.Pick(traitors).Id, target);
}
private void OnRandomTraitorAliveAssigned(Entity<RandomTraitorAliveComponent> ent, ref ObjectiveAssignedEvent args)
{
// invalid prototype
if (!TryComp<TargetObjectiveComponent>(ent.Owner, out var target))
{
args.Cancelled = true;
return;
}
var traitors = _traitorRule.GetOtherTraitorMindsAliveAndConnected(args.Mind).ToHashSet();
// 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);
}
}
}
// You are the first/only traitor.
if (traitors.Count == 0)
{
args.Cancelled = true;
return;
}
_target.SetTarget(ent.Owner, _random.Pick(traitors).Id, target);
}
}