Split codewords into its own system (#37928)

* Split codewords into its own system

* Fix admin log

* Nuke unused code

* Fix formatting errors

* Fix tests

* Make the codeword system add itself if called when not active

* Put comment in right place.

* Review: Rename prototypes

* Review: Make codewords serializable

* Fix build

* Reviews: Change the system to not be a gamerule.

* Fix YAML Linter

* Fix test fail

* Remove unused import
This commit is contained in:
Simon
2025-06-06 01:19:41 +02:00
committed by GitHub
parent db38a9c945
commit d7d7a6c80e
12 changed files with 216 additions and 58 deletions

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namespace Content.Server.Codewords;
/// <summary>
/// Container for generated codewords.
/// </summary>
[RegisterComponent, Access(typeof(CodewordSystem))]
public sealed partial class CodewordComponent : Component
{
/// <summary>
/// The codewords that were generated.
/// </summary>
[DataField]
public string[] Codewords = [];
}

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using Robust.Shared.Prototypes;
namespace Content.Server.Codewords;
/// <summary>
/// This is a prototype for easy access to codewords using identifiers instead of magic strings.
/// </summary>
[Prototype]
public sealed partial class CodewordFactionPrototype : IPrototype
{
/// <inheritdoc/>
[IdDataField]
public string ID { get; } = default!;
/// <summary>
/// The generator to use for this faction.
/// </summary>
[DataField(required:true)]
public ProtoId<CodewordGeneratorPrototype> Generator { get; } = default!;
}

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using Content.Shared.Dataset;
using Robust.Shared.Prototypes;
namespace Content.Server.Codewords;
/// <summary>
/// This is a prototype for specifying codeword generation
/// </summary>
[Prototype]
public sealed partial class CodewordGeneratorPrototype : IPrototype
{
/// <inheritdoc/>
[IdDataField]
public string ID { get; } = default!;
/// <summary>
/// List of datasets to use for word generation. All values will be concatenated into one list and then randomly chosen from
/// </summary>
[DataField]
public List<ProtoId<LocalizedDatasetPrototype>> Words { get; } =
[
"Adjectives",
"Verbs",
];
/// <summary>
/// How many codewords should be generated?
/// </summary>
[DataField]
public int Amount = 3;
}

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using Robust.Shared.Prototypes;
namespace Content.Server.Codewords;
/// <summary>
/// Component that defines <see cref="CodewordGeneratorPrototype"/> to use and keeps track of generated codewords.
/// </summary>
[RegisterComponent, Access(typeof(CodewordSystem))]
public sealed partial class CodewordManagerComponent : Component
{
/// <summary>
/// The generated codewords. The value contains the entity that has the <see cref="CodewordComponent"/>
/// </summary>
[DataField]
[ViewVariables(VVAccess.ReadOnly)]
public Dictionary<ProtoId<CodewordFactionPrototype>, EntityUid> Codewords = new();
}

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using System.Linq;
using Content.Server.Administration.Logs;
using Content.Server.GameTicking.Events;
using Content.Shared.Database;
using Robust.Shared.Map;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
namespace Content.Server.Codewords;
/// <summary>
/// Gamerule that provides codewords for other gamerules that rely on them.
/// </summary>
public sealed class CodewordSystem : EntitySystem
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IAdminLogManager _adminLogger = default!;
[Dependency] private readonly IRobustRandom _random = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<RoundStartingEvent>(OnRoundStart);
}
private void OnRoundStart(RoundStartingEvent ev)
{
var manager = Spawn();
AddComp<CodewordManagerComponent>(manager);
}
/// <summary>
/// Retrieves codewords for the faction specified.
/// </summary>
public string[] GetCodewords(ProtoId<CodewordFactionPrototype> faction)
{
var query = EntityQueryEnumerator<CodewordManagerComponent>();
while (query.MoveNext(out _, out var manager))
{
if (!manager.Codewords.TryGetValue(faction, out var codewordEntity))
return GenerateForFaction(faction, ref manager);
return Comp<CodewordComponent>(codewordEntity).Codewords;
}
Log.Warning("Codeword system not initialized. Returning empty array.");
// While throwing in this situation would be cool, that causes a test fail (in SpawnAndDeleteEntityCountTest)
// as the traitor codewords paper gets spawned in and calls this method,
// but the "start round" event never gets called in this test case.
return [];
}
private string[] GenerateForFaction(ProtoId<CodewordFactionPrototype> faction, ref CodewordManagerComponent manager)
{
var factionProto = _prototypeManager.Index<CodewordFactionPrototype>(faction.Id);
var codewords = GenerateCodewords(factionProto.Generator);
var codewordsContainer = EntityManager.Spawn(protoName:null, MapCoordinates.Nullspace);
EnsureComp<CodewordComponent>(codewordsContainer)
.Codewords = codewords;
manager.Codewords[faction] = codewordsContainer;
_adminLogger.Add(LogType.EventStarted, LogImpact.Low, $"Codewords generated for faction {faction}: {string.Join(", ", codewords)}");
return codewords;
}
/// <summary>
/// Generates codewords as specified by the <see cref="CodewordGeneratorPrototype"/> codeword generator.
/// </summary>
public string[] GenerateCodewords(ProtoId<CodewordGeneratorPrototype> generatorId)
{
var generator = _prototypeManager.Index(generatorId);
var codewordPool = new List<string>();
foreach (var dataset in generator.Words
.Select(datasetPrototype => _prototypeManager.Index(datasetPrototype)))
{
codewordPool.AddRange(dataset.Values);
}
var finalCodewordCount = Math.Min(generator.Amount, codewordPool.Count);
var codewords = new string[finalCodewordCount];
for (var i = 0; i < finalCodewordCount; i++)
{
codewords[i] = Loc.GetString(_random.PickAndTake(codewordPool));
}
return codewords;
}
}