282 lines
11 KiB
C#
282 lines
11 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.Server.Shuttles.Systems;
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using Content.Shared.Cuffs.Components;
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using Content.Shared.Mind;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Objectives.Components;
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using Content.Shared.Objectives.Systems;
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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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using System.Text;
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namespace Content.Server.Objectives;
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public sealed class ObjectivesSystem : SharedObjectivesSystem
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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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[Dependency] private readonly EmergencyShuttleSystem _emergencyShuttle = 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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// go through each gamerule getting data for the roundend summary.
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var summaries = new Dictionary<string, Dictionary<string, List<EntityUid>>>();
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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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// first group the gamerules by their agents, for example 2 different dragons
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var agent = info.AgentName;
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if (!summaries.ContainsKey(agent))
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summaries[agent] = new Dictionary<string, List<EntityUid>>();
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var prepend = new ObjectivesTextPrependEvent("");
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RaiseLocalEvent(uid, ref prepend);
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// next group them by their prepended texts
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// for example with traitor rule, group them by the codewords they share
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var summary = summaries[agent];
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if (summary.ContainsKey(prepend.Text))
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{
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// same prepended text (usually empty) so combine them
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summary[prepend.Text].AddRange(info.Minds);
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}
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else
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{
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summary[prepend.Text] = info.Minds;
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}
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}
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// convert the data into summary text
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foreach (var (agent, summary) in summaries)
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{
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// first get the total number of players that were in these game rules combined
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var total = 0;
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var totalInCustody = 0;
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foreach (var (_, minds) in summary)
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{
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total += minds.Count;
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totalInCustody += minds.Where(m => IsInCustody(m)).Count();
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}
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var result = new StringBuilder();
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result.AppendLine(Loc.GetString("objectives-round-end-result", ("count", total), ("agent", agent)));
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if (agent == Loc.GetString("traitor-round-end-agent-name"))
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{
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result.AppendLine(Loc.GetString("objectives-round-end-result-in-custody", ("count", total), ("custody", totalInCustody), ("agent", agent)));
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}
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// next add all the players with its own prepended text
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foreach (var (prepend, minds) in summary)
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{
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if (prepend != string.Empty)
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result.Append(prepend);
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// add space between the start text and player list
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result.AppendLine();
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AddSummary(result, agent, minds);
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}
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ev.AddLine(result.AppendLine().ToString());
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}
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}
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private void AddSummary(StringBuilder result, string agent, List<EntityUid> minds)
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{
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var agentSummaries = new List<(string summary, float successRate, int completedObjectives)>();
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foreach (var mindId in 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 title = GetTitle(mindId, mind);
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if (title == null)
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continue;
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var custody = IsInCustody(mindId, mind) ? Loc.GetString("objectives-in-custody") : string.Empty;
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var objectives = mind.Objectives;
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if (objectives.Count == 0)
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{
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agentSummaries.Add((Loc.GetString("objectives-no-objectives", ("custody", custody), ("title", title), ("agent", agent)), 0f, 0));
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continue;
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}
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var completedObjectives = 0;
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var totalObjectives = 0;
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var agentSummary = new StringBuilder();
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agentSummary.AppendLine(Loc.GetString("objectives-with-objectives", ("custody", custody), ("title", title), ("agent", agent)));
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foreach (var objectiveGroup in objectives.GroupBy(o => Comp<ObjectiveComponent>(o).Issuer))
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{
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//TO DO:
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//check for the right group here. Getting the target issuer is easy: objectiveGroup.Key
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//It should be compared to the type of the group's issuer.
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agentSummary.AppendLine(Loc.GetString($"objective-issuer-{objectiveGroup.Key}"));
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foreach (var objective in objectiveGroup)
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{
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var info = GetInfo(objective, mindId, mind);
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if (info == null)
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continue;
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var objectiveTitle = info.Value.Title;
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var progress = info.Value.Progress;
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totalObjectives++;
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agentSummary.Append("- ");
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if (progress > 0.99f)
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{
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agentSummary.AppendLine(Loc.GetString(
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"objectives-objective-success",
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("objective", objectiveTitle),
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("markupColor", "green")
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));
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completedObjectives++;
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}
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else
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{
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agentSummary.AppendLine(Loc.GetString(
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"objectives-objective-fail",
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("objective", objectiveTitle),
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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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var successRate = totalObjectives > 0 ? (float) completedObjectives / totalObjectives : 0f;
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agentSummaries.Add((agentSummary.ToString(), successRate, completedObjectives));
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}
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var sortedAgents = agentSummaries.OrderByDescending(x => x.successRate)
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.ThenByDescending(x => x.completedObjectives);
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foreach (var (summary, _, _) in sortedAgents)
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result.AppendLine(summary);
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}
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public EntityUid? 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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var proto = group.Pick(_random);
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var objective = TryCreateObjective(mindId, mind, proto);
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if (objective != null)
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return objective;
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tries++;
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}
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return null;
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}
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/// <summary>
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/// Returns whether a target is considered 'in custody' (cuffed on the shuttle).
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/// </summary>
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private bool IsInCustody(EntityUid mindId, MindComponent? mind = null)
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{
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if (!Resolve(mindId, ref mind))
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return false;
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// Ghosting will not save you
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bool originalEntityInCustody = false;
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EntityUid? originalEntity = GetEntity(mind.OriginalOwnedEntity);
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if (originalEntity.HasValue && originalEntity != mind.OwnedEntity)
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{
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originalEntityInCustody = TryComp<CuffableComponent>(originalEntity, out var origCuffed) && origCuffed.CuffedHandCount > 0
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&& _emergencyShuttle.IsTargetEscaping(originalEntity.Value);
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}
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return originalEntityInCustody || (TryComp<CuffableComponent>(mind.OwnedEntity, out var cuffed) && cuffed.CuffedHandCount > 0
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&& _emergencyShuttle.IsTargetEscaping(mind.OwnedEntity.Value));
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}
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/// <summary>
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/// Get the title for a player's mind used in round end.
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/// </summary>
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public string? GetTitle(EntityUid mindId, MindComponent? mind = null)
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{
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if (!Resolve(mindId, ref mind))
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return null;
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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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if (username != null)
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{
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if (name != null)
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return Loc.GetString("objectives-player-user-named", ("user", username), ("name", name));
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return Loc.GetString("objectives-player-user", ("user", username));
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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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return null;
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return Loc.GetString("objectives-player-named", ("name", name));
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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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