Files
tbd-station-14/Content.Server/Objectives/ObjectivesSystem.cs
Killerqu00 2d32e08bee CVar - Toggle display of round-end greentext (#35651)
* hide greentext if cvar false

* change IFs around a lil

* reviews
2025-03-04 08:59:44 -08:00

327 lines
12 KiB
C#

using Content.Server.GameTicking;
using Content.Server.Shuttles.Systems;
using Content.Shared.Cuffs.Components;
using Content.Shared.GameTicking.Components;
using Content.Shared.Mind;
using Content.Shared.Objectives.Components;
using Content.Shared.Objectives.Systems;
using Content.Shared.Random;
using Content.Shared.Random.Helpers;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using System.Linq;
using System.Text;
using Content.Server.Objectives.Commands;
using Content.Shared.CCVar;
using Content.Shared.Prototypes;
using Content.Shared.Roles.Jobs;
using Robust.Server.Player;
using Robust.Shared.Configuration;
using Robust.Shared.Utility;
namespace Content.Server.Objectives;
public sealed class ObjectivesSystem : SharedObjectivesSystem
{
[Dependency] private readonly GameTicker _gameTicker = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IPlayerManager _player = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly EmergencyShuttleSystem _emergencyShuttle = default!;
[Dependency] private readonly SharedJobSystem _job = default!;
[Dependency] private readonly IConfigurationManager _cfg = default!;
private IEnumerable<string>? _objectives;
private bool _showGreentext;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<RoundEndTextAppendEvent>(OnRoundEndText);
Subs.CVar(_cfg, CCVars.GameShowGreentext, value => _showGreentext = value, true);
_prototypeManager.PrototypesReloaded += CreateCompletions;
}
public override void Shutdown()
{
base.Shutdown();
_prototypeManager.PrototypesReloaded -= CreateCompletions;
}
/// <summary>
/// Adds objective text for each game rule's players on round end.
/// </summary>
private void OnRoundEndText(RoundEndTextAppendEvent ev)
{
// go through each gamerule getting data for the roundend summary.
var summaries = new Dictionary<string, Dictionary<string, List<(EntityUid, string)>>>();
var query = EntityQueryEnumerator<GameRuleComponent>();
while (query.MoveNext(out var uid, out var gameRule))
{
if (!_gameTicker.IsGameRuleAdded(uid, gameRule))
continue;
var info = new ObjectivesTextGetInfoEvent(new List<(EntityUid, string)>(), string.Empty);
RaiseLocalEvent(uid, ref info);
if (info.Minds.Count == 0)
continue;
// first group the gamerules by their agents, for example 2 different dragons
var agent = info.AgentName;
if (!summaries.ContainsKey(agent))
summaries[agent] = new Dictionary<string, List<(EntityUid, string)>>();
var prepend = new ObjectivesTextPrependEvent("");
RaiseLocalEvent(uid, ref prepend);
// next group them by their prepended texts
// for example with traitor rule, group them by the codewords they share
var summary = summaries[agent];
if (summary.ContainsKey(prepend.Text))
{
// same prepended text (usually empty) so combine them
summary[prepend.Text].AddRange(info.Minds);
}
else
{
summary[prepend.Text] = info.Minds;
}
}
// convert the data into summary text
foreach (var (agent, summary) in summaries)
{
// first get the total number of players that were in these game rules combined
var total = 0;
var totalInCustody = 0;
foreach (var (_, minds) in summary)
{
total += minds.Count;
totalInCustody += minds.Where(pair => IsInCustody(pair.Item1)).Count();
}
var result = new StringBuilder();
result.AppendLine(Loc.GetString("objectives-round-end-result", ("count", total), ("agent", agent)));
if (agent == Loc.GetString("traitor-round-end-agent-name"))
{
result.AppendLine(Loc.GetString("objectives-round-end-result-in-custody", ("count", total), ("custody", totalInCustody), ("agent", agent)));
}
// next add all the players with its own prepended text
foreach (var (prepend, minds) in summary)
{
if (prepend != string.Empty)
result.Append(prepend);
// add space between the start text and player list
result.AppendLine();
AddSummary(result, agent, minds);
}
ev.AddLine(result.AppendLine().ToString());
}
}
private void AddSummary(StringBuilder result, string agent, List<(EntityUid, string)> minds)
{
var agentSummaries = new List<(string summary, float successRate, int completedObjectives)>();
foreach (var (mindId, name) in minds)
{
if (!TryComp<MindComponent>(mindId, out var mind))
continue;
var title = GetTitle((mindId, mind), name);
var custody = IsInCustody(mindId, mind) ? Loc.GetString("objectives-in-custody") : string.Empty;
var objectives = mind.Objectives;
if (objectives.Count == 0)
{
agentSummaries.Add((Loc.GetString("objectives-no-objectives", ("custody", custody), ("title", title), ("agent", agent)), 0f, 0));
continue;
}
var completedObjectives = 0;
var totalObjectives = 0;
var agentSummary = new StringBuilder();
agentSummary.AppendLine(Loc.GetString("objectives-with-objectives", ("custody", custody), ("title", title), ("agent", agent)));
foreach (var objectiveGroup in objectives.GroupBy(o => Comp<ObjectiveComponent>(o).LocIssuer))
{
//TO DO:
//check for the right group here. Getting the target issuer is easy: objectiveGroup.Key
//It should be compared to the type of the group's issuer.
agentSummary.AppendLine(objectiveGroup.Key);
foreach (var objective in objectiveGroup)
{
var info = GetInfo(objective, mindId, mind);
if (info == null)
continue;
var objectiveTitle = info.Value.Title;
var progress = info.Value.Progress;
totalObjectives++;
agentSummary.Append("- ");
if (!_showGreentext)
{
agentSummary.AppendLine(objectiveTitle);
}
else if (progress > 0.99f)
{
agentSummary.AppendLine(Loc.GetString(
"objectives-objective-success",
("objective", objectiveTitle),
("markupColor", "green")
));
completedObjectives++;
}
else
{
agentSummary.AppendLine(Loc.GetString(
"objectives-objective-fail",
("objective", objectiveTitle),
("progress", (int) (progress * 100)),
("markupColor", "red")
));
}
}
}
var successRate = totalObjectives > 0 ? (float) completedObjectives / totalObjectives : 0f;
agentSummaries.Add((agentSummary.ToString(), successRate, completedObjectives));
}
var sortedAgents = agentSummaries.OrderByDescending(x => x.successRate)
.ThenByDescending(x => x.completedObjectives);
foreach (var (summary, _, _) in sortedAgents)
{
result.AppendLine(summary);
}
}
public EntityUid? GetRandomObjective(EntityUid mindId, MindComponent mind, ProtoId<WeightedRandomPrototype> objectiveGroupProto, float maxDifficulty)
{
if (!_prototypeManager.TryIndex(objectiveGroupProto, out var groupsProto))
{
Log.Error($"Tried to get a random objective, but can't index WeightedRandomPrototype {objectiveGroupProto}");
return null;
}
// Make a copy of the weights so we don't trash the prototype by removing entries
var groups = groupsProto.Weights.ShallowClone();
while (_random.TryPickAndTake(groups, out var groupName))
{
if (!_prototypeManager.TryIndex<WeightedRandomPrototype>(groupName, out var group))
{
Log.Error($"Couldn't index objective group prototype {groupName}");
return null;
}
var objectives = group.Weights.ShallowClone();
while (_random.TryPickAndTake(objectives, out var objectiveProto))
{
if (TryCreateObjective((mindId, mind), objectiveProto, out var objective)
&& Comp<ObjectiveComponent>(objective.Value).Difficulty <= maxDifficulty)
return objective;
}
}
return null;
}
/// <summary>
/// Returns whether a target is considered 'in custody' (cuffed on the shuttle).
/// </summary>
private bool IsInCustody(EntityUid mindId, MindComponent? mind = null)
{
if (!Resolve(mindId, ref mind))
return false;
// Ghosting will not save you
bool originalEntityInCustody = false;
EntityUid? originalEntity = GetEntity(mind.OriginalOwnedEntity);
if (originalEntity.HasValue && originalEntity != mind.OwnedEntity)
{
originalEntityInCustody = TryComp<CuffableComponent>(originalEntity, out var origCuffed) && origCuffed.CuffedHandCount > 0
&& _emergencyShuttle.IsTargetEscaping(originalEntity.Value);
}
return originalEntityInCustody || (TryComp<CuffableComponent>(mind.OwnedEntity, out var cuffed) && cuffed.CuffedHandCount > 0
&& _emergencyShuttle.IsTargetEscaping(mind.OwnedEntity.Value));
}
/// <summary>
/// Get the title for a player's mind used in round end.
/// Pass in the original entity name which is shown alongside username.
/// </summary>
public string GetTitle(Entity<MindComponent?> mind, string name)
{
if (Resolve(mind, ref mind.Comp) &&
mind.Comp.OriginalOwnerUserId != null &&
_player.TryGetPlayerData(mind.Comp.OriginalOwnerUserId.Value, out var sessionData))
{
var username = sessionData.UserName;
var nameWithJobMaybe = name;
if (_job.MindTryGetJobName(mind, out var jobName))
nameWithJobMaybe += ", " + jobName;
return Loc.GetString("objectives-player-user-named", ("user", username), ("name", nameWithJobMaybe));
}
return Loc.GetString("objectives-player-named", ("name", name));
}
private void CreateCompletions(PrototypesReloadedEventArgs unused)
{
CreateCompletions();
}
/// <summary>
/// Get all objective prototypes by their IDs.
/// This is used for completions in <see cref="AddObjectiveCommand"/>
/// </summary>
public IEnumerable<string> Objectives()
{
if (_objectives == null)
CreateCompletions();
return _objectives!;
}
private void CreateCompletions()
{
_objectives = _prototypeManager.EnumeratePrototypes<EntityPrototype>()
.Where(p => p.HasComponent<ObjectiveComponent>())
.Select(p => p.ID)
.Order();
}
}
/// <summary>
/// Raised on the game rule to get info for any objectives.
/// If its minds list is set then the players will have their objectives shown in the round end text.
/// AgentName is the generic name for a player in the list.
/// </summary>
/// <remarks>
/// The objectives system already checks if the game rule is added so you don't need to check that in this event's handler.
/// </remarks>
[ByRefEvent]
public record struct ObjectivesTextGetInfoEvent(List<(EntityUid, string)> Minds, string AgentName);
/// <summary>
/// Raised on the game rule before text for each agent's objectives is added, letting you prepend something.
/// </summary>
[ByRefEvent]
public record struct ObjectivesTextPrependEvent(string Text);