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;
///
/// Gamerule that provides codewords for other gamerules that rely on them.
///
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(OnRoundStart);
}
private void OnRoundStart(RoundStartingEvent ev)
{
var manager = Spawn();
AddComp(manager);
}
///
/// Retrieves codewords for the faction specified.
///
public string[] GetCodewords(ProtoId faction)
{
var query = EntityQueryEnumerator();
while (query.MoveNext(out _, out var manager))
{
if (!manager.Codewords.TryGetValue(faction, out var codewordEntity))
return GenerateForFaction(faction, ref manager);
return Comp(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 faction, ref CodewordManagerComponent manager)
{
var factionProto = _prototypeManager.Index(faction.Id);
var codewords = GenerateCodewords(factionProto.Generator);
var codewordsContainer = EntityManager.Spawn(protoName:null, MapCoordinates.Nullspace);
EnsureComp(codewordsContainer)
.Codewords = codewords;
manager.Codewords[faction] = codewordsContainer;
_adminLogger.Add(LogType.EventStarted, LogImpact.Low, $"Codewords generated for faction {faction}: {string.Join(", ", codewords)}");
return codewords;
}
///
/// Generates codewords as specified by the codeword generator.
///
public string[] GenerateCodewords(ProtoId generatorId)
{
var generator = _prototypeManager.Index(generatorId);
var codewordPool = new List();
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;
}
}