Prevent SecretRule from picking invalid presets (#27456)
* Prevent SecretRule from picking invalid presets * remove lonely semicolon --------- Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
This commit is contained in:
@@ -173,6 +173,26 @@ namespace Content.Server.GameTicking
|
||||
return gridUids;
|
||||
}
|
||||
|
||||
public int ReadyPlayerCount()
|
||||
{
|
||||
var total = 0;
|
||||
foreach (var (userId, status) in _playerGameStatuses)
|
||||
{
|
||||
if (LobbyEnabled && status == PlayerGameStatus.NotReadyToPlay)
|
||||
continue;
|
||||
|
||||
if (!_playerManager.TryGetSessionById(userId, out _))
|
||||
continue;
|
||||
|
||||
if (_banManager.GetRoleBans(userId) == null)
|
||||
continue;
|
||||
|
||||
total++;
|
||||
}
|
||||
|
||||
return total;
|
||||
}
|
||||
|
||||
public void StartRound(bool force = false)
|
||||
{
|
||||
#if EXCEPTION_TOLERANCE
|
||||
@@ -228,6 +248,8 @@ namespace Content.Server.GameTicking
|
||||
readyPlayerProfiles.Add(userId, profile);
|
||||
}
|
||||
|
||||
DebugTools.AssertEqual(readyPlayers.Count, ReadyPlayerCount());
|
||||
|
||||
// Just in case it hasn't been loaded previously we'll try loading it.
|
||||
LoadMaps();
|
||||
|
||||
|
||||
@@ -1,15 +1,17 @@
|
||||
using System.Diagnostics.CodeAnalysis;
|
||||
using System.Linq;
|
||||
using Content.Server.Administration.Logs;
|
||||
using Content.Server.GameTicking.Components;
|
||||
using Content.Server.Chat.Managers;
|
||||
using Content.Server.GameTicking.Presets;
|
||||
using Content.Server.GameTicking.Rules.Components;
|
||||
using Content.Shared.Random;
|
||||
using Content.Shared.Random.Helpers;
|
||||
using Content.Shared.CCVar;
|
||||
using Content.Shared.Database;
|
||||
using Robust.Shared.Prototypes;
|
||||
using Robust.Shared.Random;
|
||||
using Robust.Shared.Configuration;
|
||||
using Robust.Shared.Utility;
|
||||
|
||||
namespace Content.Server.GameTicking.Rules;
|
||||
|
||||
@@ -20,11 +22,46 @@ public sealed class SecretRuleSystem : GameRuleSystem<SecretRuleComponent>
|
||||
[Dependency] private readonly IConfigurationManager _configurationManager = default!;
|
||||
[Dependency] private readonly IAdminLogManager _adminLogger = default!;
|
||||
[Dependency] private readonly IChatManager _chatManager = default!;
|
||||
[Dependency] private readonly IComponentFactory _compFact = default!;
|
||||
|
||||
private string _ruleCompName = default!;
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
_ruleCompName = _compFact.GetComponentName(typeof(GameRuleComponent));
|
||||
}
|
||||
|
||||
protected override void Added(EntityUid uid, SecretRuleComponent component, GameRuleComponent gameRule, GameRuleAddedEvent args)
|
||||
{
|
||||
base.Added(uid, component, gameRule, args);
|
||||
PickRule(component);
|
||||
var weights = _configurationManager.GetCVar(CCVars.SecretWeightPrototype);
|
||||
|
||||
if (!TryPickPreset(weights, out var preset))
|
||||
{
|
||||
Log.Error($"{ToPrettyString(uid)} failed to pick any preset. Removing rule.");
|
||||
Del(uid);
|
||||
return;
|
||||
}
|
||||
|
||||
Log.Info($"Selected {preset.ID} as the secret preset.");
|
||||
_adminLogger.Add(LogType.EventStarted, $"Selected {preset.ID} as the secret preset.");
|
||||
_chatManager.SendAdminAnnouncement(Loc.GetString("rule-secret-selected-preset", ("preset", preset.ID)));
|
||||
|
||||
foreach (var rule in preset.Rules)
|
||||
{
|
||||
EntityUid ruleEnt;
|
||||
|
||||
// if we're pre-round (i.e. will only be added)
|
||||
// then just add rules. if we're added in the middle of the round (or at any other point really)
|
||||
// then we want to start them as well
|
||||
if (GameTicker.RunLevel <= GameRunLevel.InRound)
|
||||
ruleEnt = GameTicker.AddGameRule(rule);
|
||||
else
|
||||
GameTicker.StartGameRule(rule, out ruleEnt);
|
||||
|
||||
component.AdditionalGameRules.Add(ruleEnt);
|
||||
}
|
||||
}
|
||||
|
||||
protected override void Ended(EntityUid uid, SecretRuleComponent component, GameRuleComponent gameRule, GameRuleEndedEvent args)
|
||||
@@ -37,32 +74,101 @@ public sealed class SecretRuleSystem : GameRuleSystem<SecretRuleComponent>
|
||||
}
|
||||
}
|
||||
|
||||
private void PickRule(SecretRuleComponent component)
|
||||
private bool TryPickPreset(ProtoId<WeightedRandomPrototype> weights, [NotNullWhen(true)] out GamePresetPrototype? preset)
|
||||
{
|
||||
// TODO: This doesn't consider what can't start due to minimum player count,
|
||||
// but currently there's no way to know anyway as they use cvars.
|
||||
var presetString = _configurationManager.GetCVar(CCVars.SecretWeightPrototype);
|
||||
var preset = _prototypeManager.Index<WeightedRandomPrototype>(presetString).Pick(_random);
|
||||
Log.Info($"Selected {preset} for secret.");
|
||||
_adminLogger.Add(LogType.EventStarted, $"Selected {preset} for secret.");
|
||||
_chatManager.SendAdminAnnouncement(Loc.GetString("rule-secret-selected-preset", ("preset", preset)));
|
||||
var options = _prototypeManager.Index(weights).Weights.ShallowClone();
|
||||
var players = GameTicker.ReadyPlayerCount();
|
||||
|
||||
var rules = _prototypeManager.Index<GamePresetPrototype>(preset).Rules;
|
||||
foreach (var rule in rules)
|
||||
GamePresetPrototype? selectedPreset = null;
|
||||
var sum = options.Values.Sum();
|
||||
while (options.Count > 0)
|
||||
{
|
||||
EntityUid ruleEnt;
|
||||
|
||||
// if we're pre-round (i.e. will only be added)
|
||||
// then just add rules. if we're added in the middle of the round (or at any other point really)
|
||||
// then we want to start them as well
|
||||
if (GameTicker.RunLevel <= GameRunLevel.InRound)
|
||||
ruleEnt = GameTicker.AddGameRule(rule);
|
||||
else
|
||||
var accumulated = 0f;
|
||||
var rand = _random.NextFloat(sum);
|
||||
foreach (var (key, weight) in options)
|
||||
{
|
||||
GameTicker.StartGameRule(rule, out ruleEnt);
|
||||
accumulated += weight;
|
||||
if (accumulated < rand)
|
||||
continue;
|
||||
|
||||
if (!_prototypeManager.TryIndex(key, out selectedPreset))
|
||||
Log.Error($"Invalid preset {selectedPreset} in secret rule weights: {weights}");
|
||||
|
||||
options.Remove(key);
|
||||
sum -= weight;
|
||||
break;
|
||||
}
|
||||
|
||||
component.AdditionalGameRules.Add(ruleEnt);
|
||||
if (CanPick(selectedPreset, players))
|
||||
{
|
||||
preset = selectedPreset;
|
||||
return true;
|
||||
}
|
||||
|
||||
if (selectedPreset != null)
|
||||
Log.Info($"Excluding {selectedPreset.ID} from secret preset selection.");
|
||||
}
|
||||
|
||||
preset = null;
|
||||
return false;
|
||||
}
|
||||
|
||||
public bool CanPickAny()
|
||||
{
|
||||
var secretPresetId = _configurationManager.GetCVar(CCVars.SecretWeightPrototype);
|
||||
return CanPickAny(secretPresetId);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Can any of the given presets be picked, taking into account the currently available player count?
|
||||
/// </summary>
|
||||
public bool CanPickAny(ProtoId<WeightedRandomPrototype> weightedPresets)
|
||||
{
|
||||
var ids = _prototypeManager.Index(weightedPresets).Weights.Keys
|
||||
.Select(x => new ProtoId<GamePresetPrototype>(x));
|
||||
|
||||
return CanPickAny(ids);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Can any of the given presets be picked, taking into account the currently available player count?
|
||||
/// </summary>
|
||||
public bool CanPickAny(IEnumerable<ProtoId<GamePresetPrototype>> protos)
|
||||
{
|
||||
var players = GameTicker.ReadyPlayerCount();
|
||||
foreach (var id in protos)
|
||||
{
|
||||
if (!_prototypeManager.TryIndex(id, out var selectedPreset))
|
||||
Log.Error($"Invalid preset {selectedPreset} in secret rule weights: {id}");
|
||||
|
||||
if (CanPick(selectedPreset, players))
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Can the given preset be picked, taking into account the currently available player count?
|
||||
/// </summary>
|
||||
private bool CanPick([NotNullWhen(true)] GamePresetPrototype? selected, int players)
|
||||
{
|
||||
if (selected == null)
|
||||
return false;
|
||||
|
||||
foreach (var ruleId in selected.Rules)
|
||||
{
|
||||
if (!_prototypeManager.TryIndex(ruleId, out EntityPrototype? rule)
|
||||
|| !rule.TryGetComponent(_ruleCompName, out GameRuleComponent? ruleComp))
|
||||
{
|
||||
Log.Error($"Encountered invalid rule {ruleId} in preset {selected.ID}");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (ruleComp.MinPlayers > players)
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user