Objective Assignment Refactor (#11678)
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@@ -2,14 +2,9 @@
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{
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public interface IObjectivesManager
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{
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/// <summary>
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/// Returns all objectives the provided mind is valid for.
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/// </summary>
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IEnumerable<ObjectivePrototype> GetAllPossibleObjectives(Mind.Mind mind);
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/// <summary>
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/// Returns a randomly picked objective the provided mind is valid for.
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/// </summary>
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ObjectivePrototype? GetRandomObjective(Mind.Mind mind);
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ObjectivePrototype? GetRandomObjective(Mind.Mind mind, string objectiveGroupProto);
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}
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}
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@@ -4,6 +4,9 @@ using Robust.Shared.Prototypes;
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namespace Content.Server.Objectives
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{
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/// <summary>
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/// Prototype for objectives. Remember that to be assigned, it should be added to one or more objective groups in prototype. E.g. crew, traitor, wizard
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/// </summary>
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[Prototype("objective")]
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public sealed class ObjectivePrototype : IPrototype
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{
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@@ -13,8 +16,6 @@ namespace Content.Server.Objectives
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[DataField("issuer")] public string Issuer { get; private set; } = "Unknown";
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[DataField("prob")] public float Probability { get; private set; } = 0.3f;
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[ViewVariables]
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public float Difficulty => _difficultyOverride ?? _conditions.Sum(c => c.Difficulty);
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@@ -1,5 +1,6 @@
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using System.Linq;
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using Content.Server.Objectives.Interfaces;
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using Content.Server.Objectives.Interfaces;
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using Content.Shared.Random.Helpers;
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using Content.Shared.Random;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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@@ -10,21 +11,31 @@ namespace Content.Server.Objectives
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[Dependency] private IPrototypeManager _prototypeManager = default!;
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[Dependency] private IRobustRandom _random = default!;
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public IEnumerable<ObjectivePrototype> GetAllPossibleObjectives(Mind.Mind mind)
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public ObjectivePrototype? GetRandomObjective(Mind.Mind mind, string objectiveGroupProto)
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{
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return _prototypeManager.EnumeratePrototypes<ObjectivePrototype>().Where(objectivePrototype => objectivePrototype.CanBeAssigned(mind));
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}
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public ObjectivePrototype? GetRandomObjective(Mind.Mind mind)
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{
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var objectives = GetAllPossibleObjectives(mind).ToList();
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_random.Shuffle(objectives);
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//to prevent endless loops
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foreach (var objective in objectives)
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if (!_prototypeManager.TryIndex<WeightedRandomPrototype>(objectiveGroupProto, out var groups))
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{
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if (!_random.Prob(objective.Probability)) continue;
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return objective;
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Logger.Error("Tried to get a random objective, but can't index WeightedRandomPrototype " + objectiveGroupProto);
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return null;
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}
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// yeah the old 'preventing infinite loops' thing wasn't super elegant either and it mislead people on what exactly it did
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var tries = 0;
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while (tries < 20)
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{
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var groupName = groups.Pick(_random);
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if (!_prototypeManager.TryIndex<WeightedRandomPrototype>(groupName, out var group))
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{
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Logger.Error("Couldn't index objective group prototype" + groupName);
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return null;
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}
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if (_prototypeManager.TryIndex<ObjectivePrototype>(group.Pick(_random), out var objective)
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&& objective.CanBeAssigned(mind))
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return objective;
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else
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tries++;
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}
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return null;
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