use weighted random for ninja threats (#20469)

* change threats to be weighted random and a little cleanup

* ninja rule stores weighted random id for threats

* move threats out of the rule and into weighted random

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>
This commit is contained in:
deltanedas
2023-09-25 04:16:09 +01:00
committed by GitHub
parent 2616cb69e8
commit 91a157d7ed
6 changed files with 44 additions and 23 deletions

View File

@@ -4,6 +4,9 @@ using Content.Server.Ninja.Systems;
using Content.Shared.Communications;
using Content.Shared.DoAfter;
using Content.Shared.Interaction;
using Content.Shared.Random;
using Content.Shared.Random.Helpers;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Serialization;
@@ -13,6 +16,7 @@ public sealed class CommsHackerSystem : SharedCommsHackerSystem
{
[Dependency] private readonly ChatSystem _chat = default!;
[Dependency] private readonly GameTicker _gameTicker = default!;
[Dependency] private readonly IPrototypeManager _proto = default!;
[Dependency] private readonly IRobustRandom _random = default!;
// TODO: remove when generic check event is used
[Dependency] private readonly NinjaGlovesSystem _gloves = default!;
@@ -55,11 +59,12 @@ public sealed class CommsHackerSystem : SharedCommsHackerSystem
/// </summary>
private void OnDoAfter(EntityUid uid, CommsHackerComponent comp, TerrorDoAfterEvent args)
{
if (args.Cancelled || args.Handled || comp.Threats.Count == 0 || args.Target == null)
if (args.Cancelled || args.Handled || args.Target == null)
return;
var threat = _random.Pick(comp.Threats);
CallInThreat(threat);
var threats = _proto.Index<WeightedRandomPrototype>(comp.Threats);
var threat = threats.Pick(_random);
CallInThreat(_proto.Index<ThreatPrototype>(threat));
// prevent calling in multiple threats
RemComp<CommsHackerComponent>(uid);
@@ -71,7 +76,7 @@ public sealed class CommsHackerSystem : SharedCommsHackerSystem
/// <summary>
/// Makes announcement and adds game rule of the threat.
/// </summary>
public void CallInThreat(Threat threat)
public void CallInThreat(ThreatPrototype threat)
{
_gameTicker.StartGameRule(threat.Rule, out _);
_chat.DispatchGlobalAnnouncement(Loc.GetString(threat.Announcement), playSound: true, colorOverride: Color.Red);

View File

@@ -1,6 +1,8 @@
using Content.Server.Ninja.Systems;
using Content.Shared.Communications;
using Content.Shared.Random;
using Robust.Shared.Audio;
using Robust.Shared.Prototypes;
namespace Content.Server.GameTicking.Rules.Components;
@@ -15,7 +17,7 @@ public sealed partial class NinjaRuleComponent : Component
/// List of threats that can be called in. Copied onto <see cref="CommsHackerComponent"/> when gloves are enabled.
/// </summary>
[DataField(required: true)]
public List<Threat> Threats = new();
public ProtoId<WeightedRandomPrototype> Threats = string.Empty;
/// <summary>
/// Sound played when making the player a ninja via antag control or ghost role

View File

@@ -1,7 +1,6 @@
using Content.Shared.Random;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Shared.Communications;
@@ -15,14 +14,14 @@ public sealed partial class CommsHackerComponent : Component
/// <summary>
/// Time taken to hack the console
/// </summary>
[DataField("delay")]
[DataField, ViewVariables(VVAccess.ReadWrite)]
public TimeSpan Delay = TimeSpan.FromSeconds(20);
/// <summary>
/// Possible threats to choose from.
/// Weighted random for the possible threats to choose from.
/// </summary>
[DataField("threats", required: true)]
public List<Threat> Threats = new();
[DataField(required: true)]
public ProtoId<WeightedRandomPrototype> Threats = string.Empty;
}
/// <summary>
@@ -30,18 +29,21 @@ public sealed partial class CommsHackerComponent : Component
/// Generally some kind of mid-round minor antag, though you could make it call in scrubber backflow if you wanted to.
/// You wouldn't do that, right?
/// </summary>
[DataDefinition]
public sealed partial class Threat
[Prototype("threat")]
public sealed class ThreatPrototype : IPrototype
{
[IdDataField]
public string ID { get; private set; } = default!;
/// <summary>
/// Locale id for the announcement to be made from CentCom.
/// </summary>
[DataField("announcement")]
[DataField]
public string Announcement = default!;
/// <summary>
/// The game rule for the threat to be added, it should be able to work when added mid-round otherwise this will do nothing.
/// </summary>
[DataField("rule", customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
public string Rule = default!;
[DataField]
public EntProtoId Rule = default!;
}

View File

@@ -10,9 +10,9 @@ namespace Content.Shared.Communications;
public abstract class SharedCommsHackerSystem : EntitySystem
{
/// <summary>
/// Set the list of threats to choose from when hacking a comms console.
/// Set the threats prototype to choose from when hacking a comms console.
/// </summary>
public void SetThreats(EntityUid uid, List<Threat> threats, CommsHackerComponent? comp = null)
public void SetThreats(EntityUid uid, string threats, CommsHackerComponent? comp = null)
{
if (!Resolve(uid, ref comp))
return;

View File

@@ -14,8 +14,4 @@
- TerrorObjective
- NinjaSurviveObjective
- type: NinjaRule
threats:
- announcement: terror-dragon
rule: Dragon
- announcement: terror-revenant
rule: RevenantSpawn
threats: NinjaThreats

View File

@@ -0,0 +1,16 @@
# threats called in by ninja hacking comms console
- type: weightedRandom
id: NinjaThreats
weights:
Dragon: 1
Revenant: 1
- type: threat
id: Dragon
announcement: terror-dragon
rule: Dragon
- type: threat
id: Revenant
announcement: terror-revenant
rule: RevenantSpawn