116 lines
4.0 KiB
C#
116 lines
4.0 KiB
C#
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;
|
|
|
|
/// <summary>
|
|
/// Handles help progress condition logic and picking random help targets.
|
|
/// </summary>
|
|
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<HelpProgressConditionComponent, ObjectiveGetProgressEvent>(OnGetProgress);
|
|
|
|
SubscribeLocalEvent<RandomTraitorProgressComponent, ObjectiveAssignedEvent>(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<TargetObjectiveComponent>(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<ObjectivesComponent>(traitor) or something when objectives are moved out of mind
|
|
if (!TryComp<MindComponent>(traitor.Id, out var mind))
|
|
continue;
|
|
|
|
foreach (var objective in mind.Objectives)
|
|
{
|
|
if (HasComp<HelpProgressConditionComponent>(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<RandomTraitorAliveComponent>(objective) || HasComp<RandomTraitorProgressComponent>(objective))
|
|
{
|
|
if (TryComp<TargetObjectiveComponent>(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<MindComponent>(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;
|
|
}
|
|
}
|