171 lines
6.5 KiB
C#
171 lines
6.5 KiB
C#
using Content.Server.GameTicking;
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using Content.Server.GameTicking.Rules.Components;
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using Content.Server.Mind;
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using Content.Shared.Mind;
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using Content.Shared.Objectives;
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using Content.Shared.Random;
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using Content.Shared.Random.Helpers;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using System.Linq;
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namespace Content.Server.Objectives;
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public sealed class ObjectivesSystem : EntitySystem
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{
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[Dependency] private readonly GameTicker _gameTicker = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly MindSystem _mind = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<RoundEndTextAppendEvent>(OnRoundEndText);
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}
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/// <summary>
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/// Adds objective text for each game rule's players on round end.
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/// </summary>
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private void OnRoundEndText(RoundEndTextAppendEvent ev)
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{
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var query = EntityQueryEnumerator<GameRuleComponent>();
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while (query.MoveNext(out var uid, out var gameRule))
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{
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if (!_gameTicker.IsGameRuleAdded(uid, gameRule))
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continue;
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var info = new ObjectivesTextGetInfoEvent(new List<EntityUid>(), string.Empty);
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RaiseLocalEvent(uid, ref info);
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if (info.Minds.Count == 0)
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continue;
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var agent = info.AgentName;
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var result = Loc.GetString("objectives-round-end-result", ("count", info.Minds.Count), ("agent", agent));
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var prepend = new ObjectivesTextPrependEvent(result);
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RaiseLocalEvent(uid, ref prepend);
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// space between the start text and player list
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result = prepend.Text + "\n";
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foreach (var mindId in info.Minds)
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{
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if (!TryComp(mindId, out MindComponent? mind))
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continue;
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var name = mind.CharacterName;
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_mind.TryGetSession(mindId, out var session);
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var username = session?.Name;
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string title;
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if (username != null)
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{
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if (name != null)
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title = Loc.GetString("objectives-player-user-named", ("user", username), ("name", name));
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else
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title = Loc.GetString("objectives-player-user", ("user", username));
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}
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else
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{
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// nothing to identify the player by, just give up
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if (name == null)
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continue;
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title = Loc.GetString("objectives-player-named", ("name", name));
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}
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result += "\n";
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var objectives = mind.AllObjectives.ToArray();
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if (objectives.Length == 0)
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{
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result += Loc.GetString("objectives-no-objectives", ("title", title), ("agent", agent));
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continue;
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}
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result += Loc.GetString("objectives-with-objectives", ("title", title), ("agent", agent));
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foreach (var objectiveGroup in objectives.GroupBy(o => o.Prototype.Issuer))
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{
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result += "\n" + Loc.GetString($"objective-issuer-{objectiveGroup.Key}");
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foreach (var objective in objectiveGroup)
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{
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foreach (var condition in objective.Conditions)
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{
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var progress = condition.Progress;
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if (progress > 0.99f)
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{
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result += "\n- " + Loc.GetString(
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"objectives-condition-success",
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("condition", condition.Title),
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("markupColor", "green")
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);
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}
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else
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{
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result += "\n- " + Loc.GetString(
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"objectives-condition-fail",
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("condition", condition.Title),
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("progress", (int) (progress * 100)),
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("markupColor", "red")
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);
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}
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}
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}
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}
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}
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ev.AddLine(result + "\n");
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}
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}
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public ObjectivePrototype? GetRandomObjective(EntityUid mindId, MindComponent mind, string objectiveGroupProto)
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{
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if (!_prototypeManager.TryIndex<WeightedRandomPrototype>(objectiveGroupProto, out var groups))
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{
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Log.Error("Tried to get a random objective, but can't index WeightedRandomPrototype " + objectiveGroupProto);
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return null;
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}
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// TODO replace whatever the fuck this is with a proper objective selection system
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// yeah the old 'preventing infinite loops' thing wasn't super elegant either and it mislead people on what exactly it did
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var tries = 0;
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while (tries < 20)
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{
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var groupName = groups.Pick(_random);
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if (!_prototypeManager.TryIndex<WeightedRandomPrototype>(groupName, out var group))
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{
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Log.Error("Couldn't index objective group prototype" + groupName);
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return null;
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}
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if (_prototypeManager.TryIndex<ObjectivePrototype>(group.Pick(_random), out var objective)
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&& objective.CanBeAssigned(mindId, mind))
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return objective;
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else
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tries++;
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}
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return null;
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}
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}
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/// <summary>
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/// Raised on the game rule to get info for any objectives.
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/// If its minds list is set then the players will have their objectives shown in the round end text.
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/// AgentName is the generic name for a player in the list.
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/// </summary>
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/// <remarks>
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/// The objectives system already checks if the game rule is added so you don't need to check that in this event's handler.
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/// </remarks>
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[ByRefEvent]
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public record struct ObjectivesTextGetInfoEvent(List<EntityUid> Minds, string AgentName);
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/// <summary>
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/// Raised on the game rule before text for each agent's objectives is added, letting you prepend something.
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/// </summary>
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[ByRefEvent]
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public record struct ObjectivesTextPrependEvent(string Text);
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