using Content.Server.GameTicking; using Content.Server.GameTicking.Rules.Components; using Content.Server.Mind; using Content.Shared.Mind; using Content.Shared.Objectives; using Content.Shared.Random; using Content.Shared.Random.Helpers; using Robust.Shared.Prototypes; using Robust.Shared.Random; using System.Linq; namespace Content.Server.Objectives; public sealed class ObjectivesSystem : EntitySystem { [Dependency] private readonly GameTicker _gameTicker = default!; [Dependency] private readonly IPrototypeManager _prototypeManager = default!; [Dependency] private readonly IRobustRandom _random = default!; [Dependency] private readonly MindSystem _mind = 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) { 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; var agent = info.AgentName; var result = Loc.GetString("objectives-round-end-result", ("count", info.Minds.Count), ("agent", agent)); var prepend = new ObjectivesTextPrependEvent(result); RaiseLocalEvent(uid, ref prepend); // space between the start text and player list result = prepend.Text + "\n"; foreach (var mindId in info.Minds) { if (!TryComp(mindId, out MindComponent? mind)) continue; var name = mind.CharacterName; _mind.TryGetSession(mindId, out var session); var username = session?.Name; string title; if (username != null) { if (name != null) title = Loc.GetString("objectives-player-user-named", ("user", username), ("name", name)); else title = Loc.GetString("objectives-player-user", ("user", username)); } else { // nothing to identify the player by, just give up if (name == null) continue; title = Loc.GetString("objectives-player-named", ("name", name)); } result += "\n"; var objectives = mind.AllObjectives.ToArray(); if (objectives.Length == 0) { result += Loc.GetString("objectives-no-objectives", ("title", title), ("agent", agent)); continue; } result += Loc.GetString("objectives-with-objectives", ("title", title), ("agent", agent)); foreach (var objectiveGroup in objectives.GroupBy(o => o.Prototype.Issuer)) { result += "\n" + Loc.GetString($"objective-issuer-{objectiveGroup.Key}"); foreach (var objective in objectiveGroup) { foreach (var condition in objective.Conditions) { var progress = condition.Progress; if (progress > 0.99f) { result += "\n- " + Loc.GetString( "objectives-condition-success", ("condition", condition.Title), ("markupColor", "green") ); } else { result += "\n- " + Loc.GetString( "objectives-condition-fail", ("condition", condition.Title), ("progress", (int) (progress * 100)), ("markupColor", "red") ); } } } } } ev.AddLine(result + "\n"); } } public ObjectivePrototype? 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; } if (_prototypeManager.TryIndex(group.Pick(_random), out var objective) && objective.CanBeAssigned(mindId, mind)) return objective; else tries++; } return null; } } /// /// 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);