using Content.Server.GameTicking; using Content.Server.Shuttles.Systems; using Content.Shared.Cuffs.Components; using Content.Shared.Mind; using Content.Shared.Objectives.Components; using Content.Shared.Objectives.Systems; using Content.Shared.Random; using Content.Shared.Random.Helpers; using Robust.Shared.Prototypes; using Robust.Shared.Random; using System.Linq; using Content.Server.GameTicking.Components; using System.Text; using Robust.Server.Player; namespace Content.Server.Objectives; public sealed class ObjectivesSystem : SharedObjectivesSystem { [Dependency] private readonly GameTicker _gameTicker = default!; [Dependency] private readonly IPrototypeManager _prototypeManager = default!; [Dependency] private readonly IPlayerManager _player = default!; [Dependency] private readonly IRobustRandom _random = default!; [Dependency] private readonly EmergencyShuttleSystem _emergencyShuttle = default!; public override void Initialize() { base.Initialize(); SubscribeLocalEvent(OnRoundEndText); } /// /// Adds objective text for each game rule's players on round end. /// private void OnRoundEndText(RoundEndTextAppendEvent ev) { // go through each gamerule getting data for the roundend summary. var summaries = new Dictionary>>(); var query = EntityQueryEnumerator(); while (query.MoveNext(out var uid, out var gameRule)) { if (!_gameTicker.IsGameRuleAdded(uid, gameRule)) continue; var info = new ObjectivesTextGetInfoEvent(new List(), string.Empty); RaiseLocalEvent(uid, ref info); if (info.Minds.Count == 0) continue; // first group the gamerules by their agents, for example 2 different dragons var agent = info.AgentName; if (!summaries.ContainsKey(agent)) summaries[agent] = new Dictionary>(); var prepend = new ObjectivesTextPrependEvent(""); RaiseLocalEvent(uid, ref prepend); // next group them by their prepended texts // for example with traitor rule, group them by the codewords they share var summary = summaries[agent]; if (summary.ContainsKey(prepend.Text)) { // same prepended text (usually empty) so combine them summary[prepend.Text].AddRange(info.Minds); } else { summary[prepend.Text] = info.Minds; } } // convert the data into summary text foreach (var (agent, summary) in summaries) { // first get the total number of players that were in these game rules combined var total = 0; var totalInCustody = 0; foreach (var (_, minds) in summary) { total += minds.Count; totalInCustody += minds.Where(m => IsInCustody(m)).Count(); } var result = new StringBuilder(); result.AppendLine(Loc.GetString("objectives-round-end-result", ("count", total), ("agent", agent))); if (agent == Loc.GetString("traitor-round-end-agent-name")) { result.AppendLine(Loc.GetString("objectives-round-end-result-in-custody", ("count", total), ("custody", totalInCustody), ("agent", agent))); } // next add all the players with its own prepended text foreach (var (prepend, minds) in summary) { if (prepend != string.Empty) result.Append(prepend); // add space between the start text and player list result.AppendLine(); AddSummary(result, agent, minds); } ev.AddLine(result.AppendLine().ToString()); } } private void AddSummary(StringBuilder result, string agent, List minds) { var agentSummaries = new List<(string summary, float successRate, int completedObjectives)>(); foreach (var mindId in minds) { if (!TryComp(mindId, out MindComponent? mind)) continue; var title = GetTitle(mindId, mind); if (title == null) continue; var custody = IsInCustody(mindId, mind) ? Loc.GetString("objectives-in-custody") : string.Empty; var objectives = mind.Objectives; if (objectives.Count == 0) { agentSummaries.Add((Loc.GetString("objectives-no-objectives", ("custody", custody), ("title", title), ("agent", agent)), 0f, 0)); continue; } var completedObjectives = 0; var totalObjectives = 0; var agentSummary = new StringBuilder(); agentSummary.AppendLine(Loc.GetString("objectives-with-objectives", ("custody", custody), ("title", title), ("agent", agent))); foreach (var objectiveGroup in objectives.GroupBy(o => Comp(o).Issuer)) { //TO DO: //check for the right group here. Getting the target issuer is easy: objectiveGroup.Key //It should be compared to the type of the group's issuer. agentSummary.AppendLine(Loc.GetString($"objective-issuer-{objectiveGroup.Key}")); foreach (var objective in objectiveGroup) { var info = GetInfo(objective, mindId, mind); if (info == null) continue; var objectiveTitle = info.Value.Title; var progress = info.Value.Progress; totalObjectives++; agentSummary.Append("- "); if (progress > 0.99f) { agentSummary.AppendLine(Loc.GetString( "objectives-objective-success", ("objective", objectiveTitle), ("markupColor", "green") )); completedObjectives++; } else { agentSummary.AppendLine(Loc.GetString( "objectives-objective-fail", ("objective", objectiveTitle), ("progress", (int) (progress * 100)), ("markupColor", "red") )); } } } var successRate = totalObjectives > 0 ? (float) completedObjectives / totalObjectives : 0f; agentSummaries.Add((agentSummary.ToString(), successRate, completedObjectives)); } var sortedAgents = agentSummaries.OrderByDescending(x => x.successRate) .ThenByDescending(x => x.completedObjectives); foreach (var (summary, _, _) in sortedAgents) { result.AppendLine(summary); } } public EntityUid? GetRandomObjective(EntityUid mindId, MindComponent mind, string objectiveGroupProto) { if (!_prototypeManager.TryIndex(objectiveGroupProto, out var groups)) { Log.Error($"Tried to get a random objective, but can't index WeightedRandomPrototype {objectiveGroupProto}"); return null; } // TODO replace whatever the fuck this is with a proper objective selection system // yeah the old 'preventing infinite loops' thing wasn't super elegant either and it mislead people on what exactly it did var tries = 0; while (tries < 20) { var groupName = groups.Pick(_random); if (!_prototypeManager.TryIndex(groupName, out var group)) { Log.Error($"Couldn't index objective group prototype {groupName}"); return null; } var proto = group.Pick(_random); var objective = TryCreateObjective(mindId, mind, proto); if (objective != null) return objective; tries++; } return null; } /// /// Returns whether a target is considered 'in custody' (cuffed on the shuttle). /// private bool IsInCustody(EntityUid mindId, MindComponent? mind = null) { if (!Resolve(mindId, ref mind)) return false; // Ghosting will not save you bool originalEntityInCustody = false; EntityUid? originalEntity = GetEntity(mind.OriginalOwnedEntity); if (originalEntity.HasValue && originalEntity != mind.OwnedEntity) { originalEntityInCustody = TryComp(originalEntity, out var origCuffed) && origCuffed.CuffedHandCount > 0 && _emergencyShuttle.IsTargetEscaping(originalEntity.Value); } return originalEntityInCustody || (TryComp(mind.OwnedEntity, out var cuffed) && cuffed.CuffedHandCount > 0 && _emergencyShuttle.IsTargetEscaping(mind.OwnedEntity.Value)); } /// /// Get the title for a player's mind used in round end. /// public string? GetTitle(EntityUid mindId, MindComponent? mind = null) { if (!Resolve(mindId, ref mind)) return null; var name = mind.CharacterName; var username = (string?) null; if (mind.OriginalOwnerUserId != null && _player.TryGetPlayerData(mind.OriginalOwnerUserId.Value, out var sessionData)) { username = sessionData.UserName; } if (username != null) { if (name != null) return Loc.GetString("objectives-player-user-named", ("user", username), ("name", name)); return Loc.GetString("objectives-player-user", ("user", username)); } // nothing to identify the player by, just give up if (name == null) return null; return Loc.GetString("objectives-player-named", ("name", name)); } } /// /// Raised on the game rule to get info for any objectives. /// If its minds list is set then the players will have their objectives shown in the round end text. /// AgentName is the generic name for a player in the list. /// /// /// The objectives system already checks if the game rule is added so you don't need to check that in this event's handler. /// [ByRefEvent] public record struct ObjectivesTextGetInfoEvent(List Minds, string AgentName); /// /// Raised on the game rule before text for each agent's objectives is added, letting you prepend something. /// [ByRefEvent] public record struct ObjectivesTextPrependEvent(string Text);