using Content.Server.GameTicking.Rules; using Content.Server.Objectives.Components; using Content.Shared.Mind; using Content.Shared.Objectives.Components; using Content.Shared.Objectives.Systems; using Content.Shared.Roles.Jobs; using Robust.Shared.Random; using System.Linq; namespace Content.Server.Objectives.Systems; /// /// Handles help progress condition logic and picking random help targets. /// public sealed class HelpProgressConditionSystem : EntitySystem { [Dependency] private readonly IRobustRandom _random = default!; [Dependency] private readonly SharedObjectivesSystem _objectives = default!; [Dependency] private readonly TargetObjectiveSystem _target = default!; [Dependency] private readonly TraitorRuleSystem _traitorRule = default!; public override void Initialize() { base.Initialize(); SubscribeLocalEvent(OnGetProgress); SubscribeLocalEvent(OnTraitorAssigned); } private void OnGetProgress(EntityUid uid, HelpProgressConditionComponent comp, ref ObjectiveGetProgressEvent args) { if (!_target.GetTarget(uid, out var target)) return; args.Progress = GetProgress(target.Value); } private void OnTraitorAssigned(EntityUid uid, RandomTraitorProgressComponent comp, ref ObjectiveAssignedEvent args) { // invalid prototype if (!TryComp(uid, out var target)) { args.Cancelled = true; return; } var traitors = _traitorRule.GetOtherTraitorMindsAliveAndConnected(args.Mind).ToHashSet(); // cant help anyone who is tasked with helping: // 1. thats boring // 2. no cyclic progress dependencies!!! foreach (var traitor in traitors) { // TODO: replace this with TryComp(traitor) or something when objectives are moved out of mind if (!TryComp(traitor.Id, out var mind)) continue; foreach (var objective in mind.Objectives) { if (HasComp(objective)) traitors.RemoveWhere(x => x.Mind == mind); } } // Can't have multiple objectives to help/save the same person foreach (var objective in args.Mind.Objectives) { if (HasComp(objective) || HasComp(objective)) { if (TryComp(objective, out var help)) { traitors.RemoveWhere(x => x.Id == help.Target); } } } // no more helpable traitors if (traitors.Count == 0) { args.Cancelled = true; return; } _target.SetTarget(uid, _random.Pick(traitors).Id, target); } private float GetProgress(EntityUid target) { var total = 0f; // how much progress they have var max = 0f; // how much progress is needed for 100% if (TryComp(target, out var mind)) { foreach (var objective in mind.Objectives) { // this has the potential to loop forever, anything setting target has to check that there is no HelpProgressCondition. var info = _objectives.GetInfo(objective, target, mind); if (info == null) continue; max++; // things can only be up to 100% complete yeah total += info.Value.Progress; } } // no objectives that can be helped with... if (max == 0f) return 1f; // require 50% completion for this one to be complete var completion = total / max; return completion >= 0.5f ? 1f : completion / 0.5f; } }