* The death of try20 * Add integration test for traitor gamerule * Fix max difficulty being overshot * Check at least one objective is assigned * EntProtoId
54 lines
2.0 KiB
C#
54 lines
2.0 KiB
C#
using Content.Server.Antag.Components;
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using Content.Server.Objectives;
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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 Robust.Shared.Random;
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namespace Content.Server.Antag;
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/// <summary>
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/// Adds fixed objectives to an antag made with <c>AntagRandomObjectivesComponent</c>.
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/// </summary>
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public sealed class AntagRandomObjectivesSystem : EntitySystem
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{
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly SharedMindSystem _mind = default!;
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[Dependency] private readonly ObjectivesSystem _objectives = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<AntagRandomObjectivesComponent, AfterAntagEntitySelectedEvent>(OnAntagSelected);
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}
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private void OnAntagSelected(Entity<AntagRandomObjectivesComponent> ent, ref AfterAntagEntitySelectedEvent args)
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{
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if (!_mind.TryGetMind(args.Session, out var mindId, out var mind))
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{
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Log.Error($"Antag {ToPrettyString(args.EntityUid):player} was selected by {ToPrettyString(ent):rule} but had no mind attached!");
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return;
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}
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var difficulty = 0f;
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foreach (var set in ent.Comp.Sets)
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{
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if (!_random.Prob(set.Prob))
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continue;
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for (var pick = 0; pick < set.MaxPicks && ent.Comp.MaxDifficulty > difficulty; pick++)
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{
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var remainingDifficulty = ent.Comp.MaxDifficulty - difficulty;
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if (_objectives.GetRandomObjective(mindId, mind, set.Groups, remainingDifficulty) is not { } objective)
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continue;
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_mind.AddObjective(mindId, mind, objective);
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var adding = Comp<ObjectiveComponent>(objective).Difficulty;
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difficulty += adding;
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Log.Debug($"Added objective {ToPrettyString(objective):objective} to {ToPrettyString(args.EntityUid):player} with {adding} difficulty");
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}
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}
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}
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}
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