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OldThink/Content.Server/Objectives/ObjectivesSystem.cs

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using Content.Server.GameTicking;
using Content.Server.GameTicking.Rules.Components;
using Content.Server.Mind;
using Content.Server.Shuttles.Systems;
using Content.Shared.Cuffs.Components;
using Content.Shared.Mind;
using Content.Shared.Mobs.Systems;
using Content.Shared.Objectives.Components;
using Content.Shared.Objectives.Systems;
using Content.Shared.Random;
using Content.Shared.Random.Helpers;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using System.Linq;
namespace Content.Server.Objectives;
public sealed class ObjectivesSystem : SharedObjectivesSystem
{
[Dependency] private readonly GameTicker _gameTicker = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly MindSystem _mind = default!;
[Dependency] private readonly EmergencyShuttleSystem _emergencyShuttle = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<RoundEndTextAppendEvent>(OnRoundEndText);
}
/// <summary>
/// Adds objective text for each game rule's players on round end.
/// </summary>
private void OnRoundEndText(RoundEndTextAppendEvent ev)
{
// go through each gamerule getting data for the roundend summary.
var summaries = new Dictionary<string, Dictionary<string, List<EntityUid>>>();
var query = EntityQueryEnumerator<GameRuleComponent>();
while (query.MoveNext(out var uid, out var gameRule))
{
if (!_gameTicker.IsGameRuleAdded(uid, gameRule))
continue;
var info = new ObjectivesTextGetInfoEvent(new List<EntityUid>(), string.Empty);
RaiseLocalEvent(uid, ref info);
if (info.Minds.Count == 0)
continue;
// first group the gamerules by their agents, for example 2 different dragons
var agent = info.AgentName;
if (!summaries.ContainsKey(agent))
summaries[agent] = new Dictionary<string, List<EntityUid>>();
var prepend = new ObjectivesTextPrependEvent("");
RaiseLocalEvent(uid, ref prepend);
// next group them by their prepended texts
// for example with traitor rule, group them by the codewords they share
var summary = summaries[agent];
if (summary.ContainsKey(prepend.Text))
{
// same prepended text (usually empty) so combine them
summary[prepend.Text].AddRange(info.Minds);
}
else
{
summary[prepend.Text] = info.Minds;
}
}
// convert the data into summary text
foreach (var (agent, summary) in summaries)
{
// first get the total number of players that were in these game rules combined
var total = 0;
var totalInCustody = 0;
foreach (var (_, minds) in summary)
{
total += minds.Count;
totalInCustody += minds.Where(m => IsInCustody(m)).Count();
}
var result = Loc.GetString("objectives-round-end-result", ("count", total), ("agent", agent));
if (agent == Loc.GetString("traitor-round-end-agent-name"))
{
result += "\n" + Loc.GetString("objectives-round-end-result-in-custody", ("count", total), ("custody", totalInCustody), ("agent", agent));
}
// next add all the players with its own prepended text
foreach (var (prepend, minds) in summary)
{
if (prepend != string.Empty)
result += prepend;
// add space between the start text and player list
result += "\n";
AddSummary(ref result, agent, minds);
}
ev.AddLine(result + "\n");
}
}
private void AddSummary(ref string result, string agent, List<EntityUid> minds)
{
foreach (var mindId in minds)
{
if (!TryComp(mindId, out MindComponent? mind))
continue;
var title = GetTitle(mindId, mind);
if (title == null)
continue;
result += "\n";
var custody = IsInCustody(mindId, mind) ? Loc.GetString("objectives-in-custody") : string.Empty;
var objectives = mind.Objectives;
if (objectives.Count == 0)
{
result += Loc.GetString("objectives-no-objectives", ("custody", custody), ("title", title), ("agent", agent));
continue;
}
result += Loc.GetString("objectives-with-objectives", ("custody", custody), ("title", title), ("agent", agent));
foreach (var objectiveGroup in objectives.GroupBy(o => Comp<ObjectiveComponent>(o).Issuer))
{
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 12:58:28 +03:00
//TO DO:
//check for the right group here. Getting the target issuer is easy: objectiveGroup.Key
//It should be compared to the type of the group's issuer.
result += "\n" + Loc.GetString($"objective-issuer-{objectiveGroup.Key}");
foreach (var objective in objectiveGroup)
{
var info = GetInfo(objective, mindId, mind);
if (info == null)
continue;
var objectiveTitle = info.Value.Title;
var progress = info.Value.Progress;
if (progress > 0.99f)
{
result += "\n- " + Loc.GetString(
"objectives-objective-success",
("objective", objectiveTitle),
("markupColor", "green")
);
}
else
{
result += "\n- " + Loc.GetString(
"objectives-objective-fail",
("objective", objectiveTitle),
("progress", (int) (progress * 100)),
("markupColor", "red")
);
}
}
}
}
}
public EntityUid? GetRandomObjective(EntityUid mindId, MindComponent mind, string objectiveGroupProto)
{
if (!_prototypeManager.TryIndex<WeightedRandomPrototype>(objectiveGroupProto, out var groups))
{
Log.Error($"Tried to get a random objective, but can't index WeightedRandomPrototype {objectiveGroupProto}");
return null;
}
// TODO replace whatever the fuck this is with a proper objective selection system
// yeah the old 'preventing infinite loops' thing wasn't super elegant either and it mislead people on what exactly it did
var tries = 0;
while (tries < 20)
{
var groupName = groups.Pick(_random);
if (!_prototypeManager.TryIndex<WeightedRandomPrototype>(groupName, out var group))
{
Log.Error($"Couldn't index objective group prototype {groupName}");
return null;
}
var proto = group.Pick(_random);
var objective = TryCreateObjective(mindId, mind, proto);
if (objective != null)
return objective;
tries++;
}
return null;
}
/// <summary>
/// Returns whether a target is considered 'in custody' (cuffed on the shuttle).
/// </summary>
private bool IsInCustody(EntityUid mindId, MindComponent? mind = null)
{
if (!Resolve(mindId, ref mind))
return false;
// Ghosting will not save you
bool originalEntityInCustody = false;
EntityUid? originalEntity = GetEntity(mind.OriginalOwnedEntity);
if (originalEntity.HasValue && originalEntity != mind.OwnedEntity)
{
originalEntityInCustody = TryComp<CuffableComponent>(originalEntity, out var origCuffed) && origCuffed.CuffedHandCount > 0
&& _emergencyShuttle.IsTargetEscaping(originalEntity.Value);
}
return originalEntityInCustody || (TryComp<CuffableComponent>(mind.OwnedEntity, out var cuffed) && cuffed.CuffedHandCount > 0
&& _emergencyShuttle.IsTargetEscaping(mind.OwnedEntity.Value));
}
/// <summary>
/// Get the title for a player's mind used in round end.
/// </summary>
public string? GetTitle(EntityUid mindId, MindComponent? mind = null)
{
if (!Resolve(mindId, ref mind))
return null;
var name = mind.CharacterName;
_mind.TryGetSession(mindId, out var session);
var username = session?.Name;
if (username != null)
{
if (name != null)
return Loc.GetString("objectives-player-user-named", ("user", username), ("name", name));
return Loc.GetString("objectives-player-user", ("user", username));
}
// nothing to identify the player by, just give up
if (name == null)
return null;
return Loc.GetString("objectives-player-named", ("name", name));
}
}
/// <summary>
/// Raised on the game rule to get info for any objectives.
/// If its minds list is set then the players will have their objectives shown in the round end text.
/// AgentName is the generic name for a player in the list.
/// </summary>
/// <remarks>
/// The objectives system already checks if the game rule is added so you don't need to check that in this event's handler.
/// </remarks>
[ByRefEvent]
public record struct ObjectivesTextGetInfoEvent(List<EntityUid> Minds, string AgentName);
/// <summary>
/// Raised on the game rule before text for each agent's objectives is added, letting you prepend something.
/// </summary>
[ByRefEvent]
public record struct ObjectivesTextPrependEvent(string Text);