using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Content.Server.Administration.Logs;
using Content.Server.GameTicking.Components;
using Content.Server.Chat.Managers;
using Content.Server.GameTicking.Presets;
using Content.Server.GameTicking.Rules.Components;
using Content.Shared.Random;
using Content.Shared.CCVar;
using Content.Shared.Database;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Configuration;
using Robust.Shared.Utility;
namespace Content.Server.GameTicking.Rules;
public sealed class SecretRuleSystem : GameRuleSystem<SecretRuleComponent>
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly IConfigurationManager _configurationManager = default!;
[Dependency] private readonly IAdminLogManager _adminLogger = default!;
[Dependency] private readonly IChatManager _chatManager = default!;
[Dependency] private readonly IComponentFactory _compFact = default!;
private string _ruleCompName = default!;
public override void Initialize()
base.Initialize();
_ruleCompName = _compFact.GetComponentName(typeof(GameRuleComponent));
}
protected override void Added(EntityUid uid, SecretRuleComponent component, GameRuleComponent gameRule, GameRuleAddedEvent args)
base.Added(uid, component, gameRule, args);
var weights = _configurationManager.GetCVar(CCVars.SecretWeightPrototype);
if (!TryPickPreset(weights, out var preset))
Log.Error($"{ToPrettyString(uid)} failed to pick any preset. Removing rule.");
Del(uid);
return;
Log.Info($"Selected {preset.ID} as the secret preset.");
_adminLogger.Add(LogType.EventStarted, $"Selected {preset.ID} as the secret preset.");
_chatManager.SendAdminAnnouncement(Loc.GetString("rule-secret-selected-preset", ("preset", preset.ID)));
foreach (var rule in preset.Rules)
EntityUid ruleEnt;
// if we're pre-round (i.e. will only be added)
// then just add rules. if we're added in the middle of the round (or at any other point really)
// then we want to start them as well
if (GameTicker.RunLevel <= GameRunLevel.InRound)
ruleEnt = GameTicker.AddGameRule(rule);
else
GameTicker.StartGameRule(rule, out ruleEnt);
component.AdditionalGameRules.Add(ruleEnt);
protected override void Ended(EntityUid uid, SecretRuleComponent component, GameRuleComponent gameRule, GameRuleEndedEvent args)
base.Ended(uid, component, gameRule, args);
foreach (var rule in component.AdditionalGameRules)
GameTicker.EndGameRule(rule);
private bool TryPickPreset(ProtoId<WeightedRandomPrototype> weights, [NotNullWhen(true)] out GamePresetPrototype? preset)
var options = _prototypeManager.Index(weights).Weights.ShallowClone();
var players = GameTicker.ReadyPlayerCount();
GamePresetPrototype? selectedPreset = null;
var sum = options.Values.Sum();
while (options.Count > 0)
var accumulated = 0f;
var rand = _random.NextFloat(sum);
foreach (var (key, weight) in options)
accumulated += weight;
if (accumulated < rand)
continue;
if (!_prototypeManager.TryIndex(key, out selectedPreset))
Log.Error($"Invalid preset {selectedPreset} in secret rule weights: {weights}");
options.Remove(key);
sum -= weight;
break;
if (CanPick(selectedPreset, players))
preset = selectedPreset;
return true;
if (selectedPreset != null)
Log.Info($"Excluding {selectedPreset.ID} from secret preset selection.");
preset = null;
return false;
public bool CanPickAny()
var secretPresetId = _configurationManager.GetCVar(CCVars.SecretWeightPrototype);
return CanPickAny(secretPresetId);
/// <summary>
/// Can any of the given presets be picked, taking into account the currently available player count?
/// </summary>
public bool CanPickAny(ProtoId<WeightedRandomPrototype> weightedPresets)
var ids = _prototypeManager.Index(weightedPresets).Weights.Keys
.Select(x => new ProtoId<GamePresetPrototype>(x));
return CanPickAny(ids);
public bool CanPickAny(IEnumerable<ProtoId<GamePresetPrototype>> protos)
foreach (var id in protos)
if (!_prototypeManager.TryIndex(id, out var selectedPreset))
Log.Error($"Invalid preset {selectedPreset} in secret rule weights: {id}");
/// Can the given preset be picked, taking into account the currently available player count?
private bool CanPick([NotNullWhen(true)] GamePresetPrototype? selected, int players)
if (selected == null)
foreach (var ruleId in selected.Rules)
if (!_prototypeManager.TryIndex(ruleId, out EntityPrototype? rule)
|| !rule.TryGetComponent(_ruleCompName, out GameRuleComponent? ruleComp))
Log.Error($"Encountered invalid rule {ruleId} in preset {selected.ID}");
if (ruleComp.MinPlayers > players)