Files
tbd-station-14/Content.Server/Objectives/ObjectivesSystem.cs

46 lines
1.6 KiB
C#

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;
namespace Content.Server.Objectives;
public sealed class ObjectivesSystem : EntitySystem
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IRobustRandom _random = default!;
public ObjectivePrototype? GetRandomObjective(EntityUid mindId, MindComponent mind, string objectiveGroupProto)
{
if (!_prototypeManager.TryIndex<WeightedRandomPrototype>(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<WeightedRandomPrototype>(groupName, out var group))
{
Log.Error("Couldn't index objective group prototype" + groupName);
return null;
}
if (_prototypeManager.TryIndex<ObjectivePrototype>(group.Pick(_random), out var objective)
&& objective.CanBeAssigned(mindId, mind))
return objective;
else
tries++;
}
return null;
}
}