Files
tbd-station-14/Content.Server/Objectives/ObjectivesSystem.cs
deltanedas b3f66fff40 decouple objectives round end text from traitor (#19687)
Co-authored-by: deltanedas <@deltanedas:kde.org>
2023-09-03 21:55:34 -07:00

171 lines
6.5 KiB
C#
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using Content.Server.GameTicking;
using Content.Server.GameTicking.Rules.Components;
using Content.Server.Mind;
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;
using System.Linq;
namespace Content.Server.Objectives;
public sealed class ObjectivesSystem : EntitySystem
{
[Dependency] private readonly GameTicker _gameTicker = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly MindSystem _mind = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<RoundEndTextAppendEvent>(OnRoundEndText);
}
/// <summary>
/// Adds objective text for each game rule's players on round end.
/// </summary>
private void OnRoundEndText(RoundEndTextAppendEvent ev)
{
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.Empty);
RaiseLocalEvent(uid, ref info);
if (info.Minds.Count == 0)
continue;
var agent = info.AgentName;
var result = Loc.GetString("objectives-round-end-result", ("count", info.Minds.Count), ("agent", agent));
var prepend = new ObjectivesTextPrependEvent(result);
RaiseLocalEvent(uid, ref prepend);
// space between the start text and player list
result = prepend.Text + "\n";
foreach (var mindId in info.Minds)
{
if (!TryComp(mindId, out MindComponent? mind))
continue;
var name = mind.CharacterName;
_mind.TryGetSession(mindId, out var session);
var username = session?.Name;
string title;
if (username != null)
{
if (name != null)
title = Loc.GetString("objectives-player-user-named", ("user", username), ("name", name));
else
title = Loc.GetString("objectives-player-user", ("user", username));
}
else
{
// nothing to identify the player by, just give up
if (name == null)
continue;
title = Loc.GetString("objectives-player-named", ("name", name));
}
result += "\n";
var objectives = mind.AllObjectives.ToArray();
if (objectives.Length == 0)
{
result += Loc.GetString("objectives-no-objectives", ("title", title), ("agent", agent));
continue;
}
result += Loc.GetString("objectives-with-objectives", ("title", title), ("agent", agent));
foreach (var objectiveGroup in objectives.GroupBy(o => o.Prototype.Issuer))
{
result += "\n" + Loc.GetString($"objective-issuer-{objectiveGroup.Key}");
foreach (var objective in objectiveGroup)
{
foreach (var condition in objective.Conditions)
{
var progress = condition.Progress;
if (progress > 0.99f)
{
result += "\n- " + Loc.GetString(
"objectives-condition-success",
("condition", condition.Title),
("markupColor", "green")
);
}
else
{
result += "\n- " + Loc.GetString(
"objectives-condition-fail",
("condition", condition.Title),
("progress", (int) (progress * 100)),
("markupColor", "red")
);
}
}
}
}
}
ev.AddLine(result + "\n");
}
}
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;
}
}
/// <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> 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);