Refactor antag rule code (#23445)
* Initial Pass, Rev, Thief * Zombie initial pass * Rebase, Traitor * Nukeops, More overloads * Revert RevolutionaryRuleComponent * Use TryRoundStartAttempt, Rewrite nukie spawning * Comments, Add task scheduler to GameRuleSystem * Zombie initial testing done * Sort methods, rework GameRuleTask * Add CCVar, Initial testing continues * Might as well get rid of the obsolete logging * Oops, i dont know how to log apparently * Suggested formatting fixes * Suggested changes * Fix merge issues * Minor optimisation * Allowed thief to choose other antags * Review changes * Spawn items on floor first, then inserting * minor tweaks * Shift as much as possible to ProtoId<> * Remove unneeded * Add exclusive antag attribute * Fix merge issues * Minor formatting fix * Convert to struct * Cleanup * Review cleanup (need to test a lot) * Some fixes, (mostly) tested * oop * Pass tests (for real) --------- Co-authored-by: Rainfall <rainfey0+git@gmail.com> Co-authored-by: AJCM <AJCM@tutanota.com>
This commit is contained in:
@@ -1,42 +1,29 @@
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using Content.Server.Chat.Managers;
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using Content.Server.Antag;
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using Content.Server.GameTicking.Rules.Components;
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using Content.Server.Mind;
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using Content.Server.Objectives;
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using Content.Server.Roles;
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using Content.Shared.Antag;
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using Content.Shared.CombatMode.Pacification;
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using Content.Shared.Humanoid;
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using Content.Shared.Inventory;
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using Content.Shared.Mind;
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using Content.Shared.Objectives.Components;
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using Content.Shared.Roles;
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using Content.Shared.Roles.Jobs;
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using Robust.Shared.Player;
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using Robust.Shared.Random;
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using Robust.Shared.Prototypes;
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using System.Linq;
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using Content.Shared.Humanoid;
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using Content.Server.Antag;
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using Robust.Server.Audio;
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using Content.Shared.CombatMode.Pacification;
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using Content.Shared.Random;
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namespace Content.Server.GameTicking.Rules;
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public sealed class ThiefRuleSystem : GameRuleSystem<ThiefRuleComponent>
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{
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[Dependency] private readonly IChatManager _chatManager = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly AntagSelectionSystem _antagSelection = default!;
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[Dependency] private readonly AudioSystem _audio = default!;
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[Dependency] private readonly MindSystem _mindSystem = default!;
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[Dependency] private readonly SharedRoleSystem _roleSystem = default!;
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[Dependency] private readonly ObjectivesSystem _objectives = default!;
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[Dependency] private readonly InventorySystem _inventory = default!;
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[ValidatePrototypeId<WeightedRandomPrototype>]
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const string BigObjectiveGroup = "ThiefBigObjectiveGroups";
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[ValidatePrototypeId<WeightedRandomPrototype>]
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const string SmallObjectiveGroup = "ThiefObjectiveGroups";
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[ValidatePrototypeId<WeightedRandomPrototype>]
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const string EscapeObjectiveGroup = "ThiefEscapeObjectiveGroups";
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private const float BigObjectiveChance = 0.7f;
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public override void Initialize()
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{
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base.Initialize();
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@@ -49,99 +36,95 @@ public sealed class ThiefRuleSystem : GameRuleSystem<ThiefRuleComponent>
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private void OnPlayersSpawned(RulePlayerJobsAssignedEvent ev)
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{
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var query = EntityQueryEnumerator<ThiefRuleComponent, GameRuleComponent>();
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while (query.MoveNext(out var uid, out var thief, out var gameRule))
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var query = QueryActiveRules();
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while (query.MoveNext(out _, out var comp, out _))
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{
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//Chance to not lauch gamerule
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if (_random.Prob(thief.RuleChance))
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{
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if (!GameTicker.IsGameRuleAdded(uid, gameRule))
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continue;
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//Chance to not launch the game rule
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if (!_random.Prob(comp.RuleChance))
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continue;
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foreach (var player in ev.Players)
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{
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if (!ev.Profiles.TryGetValue(player.UserId, out var profile))
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continue;
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//Get all players eligible for this role, allow selecting existing antags
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//TO DO: When voxes specifies are added, increase their chance of becoming a thief by 4 times >:)
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var eligiblePlayers = _antagSelection.GetEligiblePlayers(ev.Players, comp.ThiefPrototypeId, acceptableAntags: AntagAcceptability.All, allowNonHumanoids: true);
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thief.StartCandidates[player] = profile;
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}
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DoThiefStart(thief);
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}
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//Abort if there are none
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if (eligiblePlayers.Count == 0)
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continue;
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//Calculate number of thieves to choose
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var thiefCount = _random.Next(1, comp.MaxAllowThief + 1);
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//Select our theives
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var thieves = _antagSelection.ChooseAntags(thiefCount, eligiblePlayers);
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MakeThief(thieves, comp, comp.PacifistThieves);
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}
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}
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private void DoThiefStart(ThiefRuleComponent component)
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public void MakeThief(List<EntityUid> players, ThiefRuleComponent thiefRule, bool addPacified)
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{
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if (!component.StartCandidates.Any())
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foreach (var thief in players)
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{
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Log.Error("There are no players who can become thieves.");
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return;
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}
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var startThiefCount = Math.Min(component.MaxAllowThief, component.StartCandidates.Count);
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var thiefPool = _antagSelection.FindPotentialAntags(component.StartCandidates, component.ThiefPrototypeId);
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//TO DO: When voxes specifies are added, increase their chance of becoming a thief by 4 times >:)
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//Add 1, as Next() is exclusive of maxValue
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var numberOfThievesToSelect = _random.Next(1, startThiefCount + 1);
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//While we dont have the correct number of thieves, and there are potential thieves remaining
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while (component.ThievesMinds.Count < numberOfThievesToSelect && thiefPool.Count > 0)
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{
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Log.Info($"{numberOfThievesToSelect} thieves required, {component.ThievesMinds.Count} currently chosen, {thiefPool.Count} potentials");
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var selectedThieves = _antagSelection.PickAntag(numberOfThievesToSelect - component.ThievesMinds.Count, thiefPool);
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foreach (var thief in selectedThieves)
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{
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MakeThief(component, thief, component.PacifistThieves);
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}
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MakeThief(thief, thiefRule, addPacified);
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}
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}
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public bool MakeThief(ThiefRuleComponent thiefRule, ICommonSession thief, bool addPacified)
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public void MakeThief(EntityUid thief, ThiefRuleComponent thiefRule, bool addPacified)
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{
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//checks
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if (!_mindSystem.TryGetMind(thief, out var mindId, out var mind))
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{
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Log.Info("Failed getting mind for picked thief.");
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return false;
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}
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return;
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if (HasComp<ThiefRoleComponent>(mindId))
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{
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Log.Error($"Player {thief.Name} is already a thief.");
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return false;
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}
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if (mind.OwnedEntity is not { } entity)
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{
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Log.Error("Mind picked for thief did not have an attached entity.");
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return false;
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}
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return;
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// Assign thief roles
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_roleSystem.MindAddRole(mindId, new ThiefRoleComponent
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{
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PrototypeId = thiefRule.ThiefPrototypeId
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});
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PrototypeId = thiefRule.ThiefPrototypeId,
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}, silent: true);
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//Add Pacified
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//To Do: Long-term this should just be using the antag code to add components.
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if (addPacified) //This check is important because some servers may want to disable the thief's pacifism. Do not remove.
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{
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EnsureComp<PacifiedComponent>(mind.OwnedEntity.Value);
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EnsureComp<PacifiedComponent>(thief);
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}
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// Notificate player about new role assignment
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if (_mindSystem.TryGetSession(mindId, out var session))
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//Generate objectives
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GenerateObjectives(mindId, mind, thiefRule);
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//Send briefing here to account for humanoid/animal
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_antagSelection.SendBriefing(thief, MakeBriefing(thief), null, thiefRule.GreetingSound);
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// Give starting items
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_inventory.SpawnItemsOnEntity(thief, thiefRule.StarterItems);
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thiefRule.ThievesMinds.Add(mindId);
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}
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public void AdminMakeThief(EntityUid entity, bool addPacified)
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{
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var thiefRule = EntityQuery<ThiefRuleComponent>().FirstOrDefault();
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if (thiefRule == null)
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{
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_audio.PlayGlobal(thiefRule.GreetingSound, session);
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_chatManager.DispatchServerMessage(session, MakeBriefing(mind.OwnedEntity.Value));
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GameTicker.StartGameRule("Thief", out var ruleEntity);
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thiefRule = Comp<ThiefRuleComponent>(ruleEntity);
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}
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if (HasComp<ThiefRoleComponent>(entity))
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return;
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MakeThief(entity, thiefRule, addPacified);
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}
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private void GenerateObjectives(EntityUid mindId, MindComponent mind, ThiefRuleComponent thiefRule)
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{
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// Give thieves their objectives
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var difficulty = 0f;
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if (_random.Prob(BigObjectiveChance)) // 70% chance to 1 big objective (structure or animal)
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if (_random.Prob(thiefRule.BigObjectiveChance)) // 70% chance to 1 big objective (structure or animal)
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{
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var objective = _objectives.GetRandomObjective(mindId, mind, BigObjectiveGroup);
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var objective = _objectives.GetRandomObjective(mindId, mind, thiefRule.BigObjectiveGroup);
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if (objective != null)
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{
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_mindSystem.AddObjective(mindId, mind, objective.Value);
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@@ -151,7 +134,7 @@ public sealed class ThiefRuleSystem : GameRuleSystem<ThiefRuleComponent>
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for (var i = 0; i < thiefRule.MaxStealObjectives && thiefRule.MaxObjectiveDifficulty > difficulty; i++) // Many small objectives
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{
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var objective = _objectives.GetRandomObjective(mindId, mind, SmallObjectiveGroup);
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var objective = _objectives.GetRandomObjective(mindId, mind, thiefRule.SmallObjectiveGroup);
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if (objective == null)
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continue;
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@@ -160,27 +143,9 @@ public sealed class ThiefRuleSystem : GameRuleSystem<ThiefRuleComponent>
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}
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//Escape target
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var escapeObjective = _objectives.GetRandomObjective(mindId, mind, EscapeObjectiveGroup);
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var escapeObjective = _objectives.GetRandomObjective(mindId, mind, thiefRule.EscapeObjectiveGroup);
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if (escapeObjective != null)
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_mindSystem.AddObjective(mindId, mind, escapeObjective.Value);
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// Give starting items
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_antagSelection.GiveAntagBagGear(mind.OwnedEntity.Value, thiefRule.StarterItems);
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thiefRule.ThievesMinds.Add(mindId);
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return true;
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}
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public void AdminMakeThief(ICommonSession thief, bool addPacified)
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{
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var thiefRule = EntityQuery<ThiefRuleComponent>().FirstOrDefault();
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if (thiefRule == null)
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{
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GameTicker.StartGameRule("Thief", out var ruleEntity);
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thiefRule = Comp<ThiefRuleComponent>(ruleEntity);
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}
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MakeThief(thiefRule, thief, addPacified);
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}
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//Add mind briefing
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