112 lines
3.7 KiB
C#
112 lines
3.7 KiB
C#
using Content.Server.GameTicking.Rules;
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using Content.Server.Objectives.Components;
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using Content.Shared.Mind;
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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.Roles.Jobs;
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using Robust.Shared.Random;
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using System.Linq;
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namespace Content.Server.Objectives.Systems;
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/// <summary>
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/// Handles help progress condition logic and picking random help targets.
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/// </summary>
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public sealed class HelpProgressConditionSystem : EntitySystem
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{
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly SharedObjectivesSystem _objectives = default!;
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[Dependency] private readonly TargetObjectiveSystem _target = default!;
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[Dependency] private readonly TraitorRuleSystem _traitorRule = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<HelpProgressConditionComponent, ObjectiveGetProgressEvent>(OnGetProgress);
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SubscribeLocalEvent<RandomTraitorProgressComponent, ObjectiveAssignedEvent>(OnTraitorAssigned);
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}
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private void OnGetProgress(EntityUid uid, HelpProgressConditionComponent comp, ref ObjectiveGetProgressEvent args)
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{
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if (!_target.GetTarget(uid, out var target))
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return;
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args.Progress = GetProgress(target.Value);
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}
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private void OnTraitorAssigned(EntityUid uid, RandomTraitorProgressComponent comp, ref ObjectiveAssignedEvent args)
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{
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// invalid prototype
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if (!TryComp<TargetObjectiveComponent>(uid, out var target))
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{
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args.Cancelled = true;
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return;
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}
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var traitors = _traitorRule.GetOtherTraitorMindsAliveAndConnected(args.Mind)
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.Select(pair => pair.Item1)
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.ToHashSet();
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var removeList = new List<EntityUid>();
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// cant help anyone who is tasked with helping:
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// 1. thats boring
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// 2. no cyclic progress dependencies!!!
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foreach (var traitor in traitors)
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{
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// TODO: replace this with TryComp<ObjectivesComponent>(traitor) or something when objectives are moved out of mind
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if (!TryComp<MindComponent>(traitor, out var mind))
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continue;
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foreach (var objective in mind.AllObjectives)
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{
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if (HasComp<HelpProgressConditionComponent>(objective))
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removeList.Add(traitor);
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}
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}
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foreach (var tot in removeList)
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{
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traitors.Remove(tot);
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}
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// no more helpable traitors
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if (traitors.Count == 0)
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{
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args.Cancelled = true;
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return;
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}
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_target.SetTarget(uid, _random.Pick(traitors), target);
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}
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private float GetProgress(EntityUid target)
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{
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var total = 0f; // how much progress they have
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var max = 0f; // how much progress is needed for 100%
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if (TryComp<MindComponent>(target, out var mind))
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{
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foreach (var objective in mind.AllObjectives)
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{
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// this has the potential to loop forever, anything setting target has to check that there is no HelpProgressCondition.
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var info = _objectives.GetInfo(objective, target, mind);
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if (info == null)
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continue;
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max++; // things can only be up to 100% complete yeah
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total += info.Value.Progress;
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}
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}
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// no objectives that can be helped with...
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if (max == 0f)
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return 1f;
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// require 50% completion for this one to be complete
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var completion = total / max;
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return completion >= 0.5f ? 1f : completion / 0.5f;
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}
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}
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