Secret! (#8276)
Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com>
This commit is contained in:
@@ -1,4 +1,5 @@
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using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using Content.Server.GameTicking.Presets;
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using Content.Server.GameTicking.Rules;
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using Content.Server.Ghost.Components;
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@@ -14,7 +15,7 @@ namespace Content.Server.GameTicking
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{
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public const float PresetFailedCooldownIncrease = 30f;
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private GamePresetPrototype? _preset;
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public GamePresetPrototype? Preset { get; private set; }
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private bool StartPreset(IPlayerSession[] origReadyPlayers, bool force)
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{
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@@ -24,7 +25,7 @@ namespace Content.Server.GameTicking
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if (!startAttempt.Cancelled)
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return true;
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var presetTitle = _preset != null ? Loc.GetString(_preset.ModeTitle) : string.Empty;
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var presetTitle = Preset != null ? Loc.GetString(Preset.ModeTitle) : string.Empty;
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void FailedPresetRestart()
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{
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@@ -36,7 +37,7 @@ namespace Content.Server.GameTicking
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if (_configurationManager.GetCVar(CCVars.GameLobbyFallbackEnabled))
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{
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var oldPreset = _preset;
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var oldPreset = Preset;
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ClearGameRules();
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SetGamePreset(_configurationManager.GetCVar(CCVars.GameLobbyFallbackPreset));
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AddGamePresetRules();
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@@ -48,7 +49,7 @@ namespace Content.Server.GameTicking
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_chatManager.DispatchServerAnnouncement(
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Loc.GetString("game-ticker-start-round-cannot-start-game-mode-fallback",
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("failedGameMode", presetTitle),
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("fallbackMode", Loc.GetString(_preset!.ModeTitle))));
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("fallbackMode", Loc.GetString(Preset!.ModeTitle))));
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if (startAttempt.Cancelled)
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{
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@@ -78,7 +79,7 @@ namespace Content.Server.GameTicking
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if (DummyTicker)
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return;
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_preset = preset;
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Preset = preset;
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UpdateInfoText();
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if (force)
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@@ -120,10 +121,10 @@ namespace Content.Server.GameTicking
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private bool AddGamePresetRules()
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{
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if (DummyTicker || _preset == null)
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if (DummyTicker || Preset == null)
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return false;
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foreach (var rule in _preset.Rules)
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foreach (var rule in Preset.Rules)
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{
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if (!_prototypeManager.TryIndex(rule, out GameRulePrototype? ruleProto))
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continue;
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@@ -136,7 +137,8 @@ namespace Content.Server.GameTicking
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private void StartGamePresetRules()
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{
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foreach (var rule in _addedGameRules)
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// May be touched by the preset during init.
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foreach (var rule in _addedGameRules.ToArray())
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{
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StartGameRule(rule);
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}
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@@ -35,7 +35,7 @@ namespace Content.Server.GameTicking
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private string GetInfoText()
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{
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if (_preset == null)
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if (Preset == null)
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{
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return string.Empty;
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}
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@@ -43,8 +43,8 @@ namespace Content.Server.GameTicking
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var playerCount = $"{_playerManager.PlayerCount}";
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var map = _gameMapManager.GetSelectedMap();
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var mapName = map?.MapName ?? Loc.GetString("game-ticker-no-map-selected");
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var gmTitle = Loc.GetString(_preset.ModeTitle);
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var desc = Loc.GetString(_preset.Description);
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var gmTitle = Loc.GetString(Preset.ModeTitle);
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var desc = Loc.GetString(Preset.Description);
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return Loc.GetString("game-ticker-get-info-text",("roundId", RoundId), ("playerCount", playerCount),("mapName", mapName),("gmTitle", gmTitle),("desc", desc));
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}
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@@ -262,7 +262,7 @@ namespace Content.Server.GameTicking
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RunLevel = GameRunLevel.PostRound;
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//Tell every client the round has ended.
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var gamemodeTitle = _preset != null ? Loc.GetString(_preset.ModeTitle) : string.Empty;
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var gamemodeTitle = Preset != null ? Loc.GetString(Preset.ModeTitle) : string.Empty;
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// Let things add text here.
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var textEv = new RoundEndTextAppendEvent();
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@@ -469,11 +469,11 @@ namespace Content.Server.GameTicking
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private void AnnounceRound()
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{
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if (_preset == null) return;
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if (Preset == null) return;
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foreach (var proto in _prototypeManager.EnumeratePrototypes<RoundAnnouncementPrototype>())
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{
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if (!proto.GamePresets.Contains(_preset.ID)) continue;
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if (!proto.GamePresets.Contains(Preset.ID)) continue;
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if (proto.Message != null)
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_chatManager.DispatchStationAnnouncement(Loc.GetString(proto.Message), playDefaultSound: false);
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@@ -83,8 +83,10 @@ public sealed class NukeopsRuleSystem : GameRuleSystem
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_aliveNukeops.Clear();
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var numOps = (int)Math.Min(Math.Floor((double)ev.PlayerPool.Count / _cfg.GetCVar(CCVars.NukeopsPlayersPerOp)),
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_cfg.GetCVar(CCVars.NukeopsMaxOps));
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// Between 1 and <max op count>: needs at least n players per op.
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var numOps = Math.Max(1,
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(int)Math.Min(
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Math.Floor((double)ev.PlayerPool.Count / _cfg.GetCVar(CCVars.NukeopsPlayersPerOp)), _cfg.GetCVar(CCVars.NukeopsMaxOps)));
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var ops = new IPlayerSession[numOps];
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for (var i = 0; i < numOps; i++)
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{
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42
Content.Server/GameTicking/Rules/SecretRuleSystem.cs
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42
Content.Server/GameTicking/Rules/SecretRuleSystem.cs
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@@ -0,0 +1,42 @@
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using System.Linq;
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using Content.Server.GameTicking.Presets;
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using Content.Shared.Random;
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using Content.Shared.Random.Helpers;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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namespace Content.Server.GameTicking.Rules;
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public sealed class SecretRuleSystem : GameRuleSystem
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly GameTicker _ticker = default!;
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public override string Prototype => "Secret";
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public override void Started()
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{
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PickRule();
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}
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public override void Ended()
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{
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// noop
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// Preset should already handle it.
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return;
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}
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private void PickRule()
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{
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// TODO: This doesn't consider what can't start due to minimum player count, but currently there's no way to know anyway.
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// as they use cvars.
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var preset = _prototypeManager.Index<WeightedRandomPrototype>("Secret").Pick(_random);
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Logger.InfoS("gamepreset", $"Selected {preset} for secret.");
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foreach (var rule in _prototypeManager.Index<GamePresetPrototype>(preset).Rules)
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{
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_ticker.AddGameRule(_prototypeManager.Index<GameRulePrototype>(rule));
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}
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}
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}
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@@ -28,6 +28,7 @@ public sealed class TraitorRuleSystem : GameRuleSystem
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[Dependency] private readonly IConfigurationManager _cfg = default!;
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[Dependency] private readonly IObjectivesManager _objectivesManager = default!;
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[Dependency] private readonly IChatManager _chatManager = default!;
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[Dependency] private readonly GameTicker _gameTicker = default!;
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public override string Prototype => "Traitor";
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@@ -47,11 +48,7 @@ public sealed class TraitorRuleSystem : GameRuleSystem
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SubscribeLocalEvent<RoundEndTextAppendEvent>(OnRoundEndText);
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}
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public override void Started()
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{
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// This seems silly, but I'll leave it.
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_chatManager.DispatchServerAnnouncement(Loc.GetString("rule-traitor-added-announcement"));
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}
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public override void Started() {}
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public override void Ended()
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{
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@@ -63,6 +60,13 @@ public sealed class TraitorRuleSystem : GameRuleSystem
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if (!Enabled)
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return;
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// If the current preset doesn't explicitly contain the traitor game rule, just carry on and remove self.
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if (_gameTicker.Preset?.Rules.Contains(Prototype) ?? false)
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{
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_gameTicker.EndGameRule(_prototypeManager.Index<GameRulePrototype>(Prototype));
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return;
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}
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var minPlayers = _cfg.GetCVar(CCVars.TraitorMinPlayers);
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if (!ev.Forced && ev.Players.Length < minPlayers)
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{
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@@ -1,4 +1,5 @@
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using Content.Shared.Dataset;
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using System.Linq;
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using Content.Shared.Dataset;
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using Robust.Shared.Random;
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namespace Content.Shared.Random.Helpers
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@@ -9,5 +10,28 @@ namespace Content.Shared.Random.Helpers
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{
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return random.Pick(prototype.Values);
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}
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public static string Pick(this WeightedRandomPrototype prototype, IRobustRandom? random = null)
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{
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IoCManager.Resolve(ref random);
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var picks = prototype.Weights;
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var sum = picks.Values.Sum();
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var accumulated = 0f;
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var rand = random.NextFloat() * sum;
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foreach (var (key, weight) in picks)
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{
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accumulated += weight;
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if (accumulated >= rand)
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{
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return key;
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}
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}
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// Shouldn't happen
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throw new InvalidOperationException($"Invalid weighted pick for {prototype.ID}!");
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}
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}
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}
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15
Content.Shared/Random/WeightedRandomPrototype.cs
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15
Content.Shared/Random/WeightedRandomPrototype.cs
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@@ -0,0 +1,15 @@
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using Robust.Shared.Prototypes;
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namespace Content.Shared.Random;
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/// <summary>
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/// Generic random weighting dataset to use.
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/// </summary>
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[Prototype("weightedRandom")]
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public sealed class WeightedRandomPrototype : IPrototype
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{
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[IdDataFieldAttribute] public string ID { get; } = default!;
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[DataField("weights")]
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public Dictionary<string, float> Weights = new();
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}
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@@ -0,0 +1,2 @@
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secret-title = Secret
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secret-description = It's a secret to everyone. The threats you encounter are randomized.
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@@ -7,6 +7,17 @@
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showInVote: true
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description: extended-description
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- type: gamePreset
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id: Secret
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alias:
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- secret
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- sekrit
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name: secret-title
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showInVote: true
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description: secret-description
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rules:
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- Secret
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- type: gamePreset
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id: Sandbox
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alias:
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@@ -21,3 +21,6 @@
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- type: gameRule
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id: Sandbox
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- type: gameRule
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id: Secret
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6
Resources/Prototypes/secret_weights.yml
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6
Resources/Prototypes/secret_weights.yml
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@@ -0,0 +1,6 @@
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- type: weightedRandom
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id: Secret
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weights:
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Extended: 0.25
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Nukeops: 0.25
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Traitor: 0.75
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