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