Files
tbd-station-14/Content.Server/Objectives/Systems/StealConditionSystem.cs
Ed 144af233c4 New Thief minor antagonist (#21520)
* start working

* add right-click thief antagins
some architecture restruct

* add meh thief greeting audio

* add thief subgamemode to Traitors gamemode

* add late join thief (not tested yet)
add briefing

* add pacifism

* add Steal tasks to thief

* fix crash thief+traitor on person

* add new condition: collection steal

* add tracking of succes collection objective

* add stamp collection target
remove some boring steal target
add check pulling entity to collection target

* finalize first 2 group objective

* start merging stealing objective systems

* merging

* finish merging. Now traitor steal objective work better

* we don't check the items of pullable sentient entity

* clear naming, enable thief signle item objective start

* objective pack add

* finish with steal item objectives

* convert string to ProtoId<>

* some clean up

* add thieves to revolution game mode

* Update Resources/Locale/en-US/game-ticking/game-presets/preset-thief.ftl

Co-authored-by: Flareguy <78941145+Flareguy@users.noreply.github.com>

* Update Resources/Locale/en-US/game-ticking/game-presets/preset-thief.ftl

Co-authored-by: Flareguy <78941145+Flareguy@users.noreply.github.com>

* update pacifism: fix crashing, monkey-thief without pacified

* adaptive animal briefing, cleaning locales

* add structure steal objectives

* remove RCD target

* add thiefs to manifest, but bug with traitor duplications

* add escape objective

* add chat briefing

* setup animal objective group system

* add animal steal objectives

* add animal objectives notroleconditions

* add morty

* now thief mode has a chance of not launching Now there are a random number of thieves per round from 1 to 3

* 6 hours of trying to fix duplicate tasks. Failure

* added thief pinpointer (buggy)

* start thief backpack UI work

* revert pinpointer for scope reason

* UI continue work

* add thief starter kits content

* remove ERP kit :trollface:

* finally! giving starting items to thief. Now it playable, but still need more work

* clean up

* fix

* fox

* add merged items into thief
new Starting Kit (buggy)

* fix YES antag menu

* objection tweaks

* remove hearts objective, working on spawning things from toolbox

* smug

* fixes

* add race specifier objective condition LAMPS

* meh

* fix fix fix

* the alive

* Adding stamps

* Update backpack.ftl

* Revert1

* Revert ftl

* add voice mask to communicator kit

* Update Resources/Locale/en-US/administration/antag.ftl

Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com>

* Update Resources/Locale/en-US/game-ticking/game-presets/preset-thief.ftl

Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com>

* Update Resources/Locale/en-US/thief/backpack.ftl

Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com>

* Update Resources/Locale/en-US/objectives/conditions/steal.ftl

Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com>

* Update Resources/Locale/en-US/thief/backpack.ftl

Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com>

* Update Resources/Locale/en-US/thief/backpack.ftl

Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com>

* Update Resources/Locale/en-US/thief/backpack.ftl

Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com>

* Update Resources/Locale/en-US/thief/backpack.ftl

Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com>

* Update Resources/Locale/en-US/prototypes/roles/antags.ftl

Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com>

* Update Resources/Locale/en-US/thief/backpack.ftl

Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com>

* update

* fix

* more reusable function, add documentation

* fix doc

* faint fixes

---------

Co-authored-by: Flareguy <78941145+Flareguy@users.noreply.github.com>
Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com>
2023-12-24 02:58:28 -07:00

176 lines
6.8 KiB
C#

using Content.Server.Objectives.Components;
using Content.Server.Objectives.Components.Targets;
using Content.Shared.Mind;
using Content.Shared.Objectives.Components;
using Content.Shared.Objectives.Systems;
using Robust.Shared.Containers;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Content.Shared.Pulling.Components;
using Content.Shared.Objectives;
using Content.Shared.Mind.Components;
using Content.Shared.Mobs.Systems;
using Content.Shared.Mobs.Components;
namespace Content.Server.Objectives.Systems;
public sealed class StealConditionSystem : EntitySystem
{
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly IPrototypeManager _proto = default!;
[Dependency] private readonly MetaDataSystem _metaData = default!;
[Dependency] private readonly MobStateSystem _mobState = default!;
[Dependency] private readonly SharedObjectivesSystem _objectives = default!;
private EntityQuery<ContainerManagerComponent> _containerQuery;
private EntityQuery<MetaDataComponent> _metaQuery;
public override void Initialize()
{
base.Initialize();
_containerQuery = GetEntityQuery<ContainerManagerComponent>();
_metaQuery = GetEntityQuery<MetaDataComponent>();
SubscribeLocalEvent<StealConditionComponent, ObjectiveAssignedEvent>(OnAssigned);
SubscribeLocalEvent<StealConditionComponent, ObjectiveAfterAssignEvent>(OnAfterAssign);
SubscribeLocalEvent<StealConditionComponent, ObjectiveGetProgressEvent>(OnGetProgress);
}
/// start checks of target acceptability, and generation of start values.
private void OnAssigned(Entity<StealConditionComponent> condition, ref ObjectiveAssignedEvent args)
{
List<StealTargetComponent?> targetList = new();
// cancel if invalid TargetStealName
var group = _proto.Index<StealTargetGroupPrototype>(condition.Comp.StealGroup);
if (group == null)
{
args.Cancelled = true;
Log.Error("StealTargetGroup invalid prototype!");
return;
}
var query = EntityQueryEnumerator<StealTargetComponent>();
while (query.MoveNext(out var uid, out var target))
{
if (condition.Comp.StealGroup != target.StealGroup)
continue;
targetList.Add(target);
}
// cancel if the required items do not exist
if (targetList.Count == 0 && condition.Comp.VerifyMapExistance)
{
args.Cancelled = true;
return;
}
//setup condition settings
var maxSize = condition.Comp.VerifyMapExistance
? Math.Min(targetList.Count, condition.Comp.MaxCollectionSize)
: condition.Comp.MaxCollectionSize;
var minSize = condition.Comp.VerifyMapExistance
? Math.Min(targetList.Count, condition.Comp.MinCollectionSize)
: condition.Comp.MinCollectionSize;
condition.Comp.CollectionSize = _random.Next(minSize, maxSize);
}
//Set the visual, name, icon for the objective.
private void OnAfterAssign(Entity<StealConditionComponent> condition, ref ObjectiveAfterAssignEvent args)
{
var group = _proto.Index(condition.Comp.StealGroup);
var title =condition.Comp.OwnerText == null
? Loc.GetString(condition.Comp.ObjectiveNoOwnerText, ("itemName", group.Name))
: Loc.GetString(condition.Comp.ObjectiveText, ("owner", Loc.GetString(condition.Comp.OwnerText)), ("itemName", group.Name));
var description = condition.Comp.CollectionSize > 1
? Loc.GetString(condition.Comp.DescriptionMultiplyText, ("itemName", group.Name), ("count", condition.Comp.CollectionSize))
: Loc.GetString(condition.Comp.DescriptionText, ("itemName", group.Name));
_metaData.SetEntityName(condition.Owner, title, args.Meta);
_metaData.SetEntityDescription(condition.Owner, description, args.Meta);
_objectives.SetIcon(condition.Owner, group.Sprite, args.Objective);
}
private void OnGetProgress(Entity<StealConditionComponent> condition, ref ObjectiveGetProgressEvent args)
{
args.Progress = GetProgress(args.Mind, condition);
}
private float GetProgress(MindComponent mind, StealConditionComponent condition)
{
if (!_metaQuery.TryGetComponent(mind.OwnedEntity, out var meta))
return 0;
if (!_containerQuery.TryGetComponent(mind.OwnedEntity, out var currentManager))
return 0;
var stack = new Stack<ContainerManagerComponent>();
var count = 0;
//check pulling object
if (TryComp<SharedPullerComponent>(mind.OwnedEntity, out var pull)) //TO DO: to make the code prettier? don't like the repetition
{
var pullid = pull.Pulling;
if (pullid != null)
{
// check if this is the item
if (CheckStealTarget(pullid.Value, condition)) count++;
//we don't check the inventories of sentient entity
if (!TryComp<MindContainerComponent>(pullid, out var pullMind))
{
// if it is a container check its contents
if (_containerQuery.TryGetComponent(pullid, out var containerManager))
stack.Push(containerManager);
}
}
}
// recursively check each container for the item
// checks inventory, bag, implants, etc.
do
{
foreach (var container in currentManager.Containers.Values)
{
foreach (var entity in container.ContainedEntities)
{
// check if this is the item
if (CheckStealTarget(entity, condition)) count++; //To Do: add support for stackable items
// if it is a container check its contents
if (_containerQuery.TryGetComponent(entity, out var containerManager))
stack.Push(containerManager);
}
}
} while (stack.TryPop(out currentManager));
var result = (float) count / (float) condition.CollectionSize;
result = Math.Clamp(result, 0, 1);
return result;
}
private bool CheckStealTarget(EntityUid entity, StealConditionComponent condition)
{
// check if this is the target
if (!TryComp<StealTargetComponent>(entity, out var target))
return false;
if (target.StealGroup != condition.StealGroup)
return false;
// check if needed target alive
if (condition.CheckAlive)
{
if (TryComp<MobStateComponent>(entity, out var state))
{
if (!_mobState.IsAlive(entity))
return false;
}
}
return true;
}
}