Objectives ecs rework (#19967)

Co-authored-by: deltanedas <@deltanedas:kde.org>
This commit is contained in:
deltanedas
2023-09-16 07:18:10 +01:00
committed by GitHub
parent e8c58d1574
commit f7711edbe3
106 changed files with 2121 additions and 1779 deletions

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using Content.Shared.Mind;
using Content.Shared.Objectives;
using Content.Shared.Objectives.Systems;
using Robust.Shared.Utility;
namespace Content.Shared.Objectives.Components;
/// <summary>
/// Required component for an objective entity prototype.
/// </summary>
[RegisterComponent, Access(typeof(SharedObjectivesSystem))]
public sealed partial class ObjectiveComponent : Component
{
/// <summary>
/// Difficulty rating used to avoid assigning too many difficult objectives.
/// </summary>
[DataField(required: true), ViewVariables(VVAccess.ReadWrite)]
public float Difficulty;
/// <summary>
/// Organisation that issued this objective, used for grouping and as a header above common objectives.
/// </summary>
[DataField(required: true), ViewVariables(VVAccess.ReadWrite)]
public string Issuer = string.Empty;
/// <summary>
/// Unique objectives can only have 1 per prototype id.
/// Set this to false if you want multiple objectives of the same prototype.
/// </summary>
[DataField, ViewVariables(VVAccess.ReadWrite)]
public bool Unique = true;
/// <summary>
/// Icon of this objective to display in the character menu.
/// Can be specified by an <see cref="ObjectiveGetInfoEvent"/> handler but is usually done in the prototype.
/// </summary>
[DataField, ViewVariables(VVAccess.ReadWrite)]
public SpriteSpecifier? Icon;
}
/// <summary>
/// Event raised on an objective after spawning it to see if it meets all the requirements.
/// Requirement components should have subscriptions and cancel if the requirements are not met.
/// If a requirement is not met then the objective is deleted.
/// </summary>
[ByRefEvent]
public record struct RequirementCheckEvent(EntityUid MindId, MindComponent Mind, bool Cancelled = false);
/// <summary>
/// Event raised on an objective after its requirements have been checked.
/// If <see cref="Cancelled"/> is set to true, the objective is deleted.
/// Use this if the objective cannot be used, like a kill objective with no people alive.
/// </summary>
[ByRefEvent]
public record struct ObjectiveAssignedEvent(EntityUid MindId, MindComponent Mind, bool Cancelled = false);
/// <summary>
/// Event raised on an objective after everything has handled <see cref="ObjectiveAssignedEvent"/>.
/// Use this to set the objective's title description or icon.
/// </summary>
[ByRefEvent]
public record struct ObjectiveAfterAssignEvent(EntityUid MindId, MindComponent Mind, ObjectiveComponent Objective, MetaDataComponent Meta);
/// <summary>
/// Event raised on an objective to update the Progress field.
/// To use this yourself call <see cref="SharedObjectivesSystem.GetInfo"/> with the mind.
/// </summary>
[ByRefEvent]
public record struct ObjectiveGetProgressEvent(EntityUid MindId, MindComponent Mind, float? Progress = null);

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using Robust.Shared.Serialization;
using Robust.Shared.Utility;
namespace Content.Shared.Objectives
{
[Serializable, NetSerializable]
public sealed class ConditionInfo
{
public string Title { get; }
public string Description { get; }
public SpriteSpecifier SpriteSpecifier { get; }
public float Progress { get; }
public ConditionInfo(string title, string description, SpriteSpecifier spriteSpecifier, float progress)
{
Title = title;
Description = description;
SpriteSpecifier = spriteSpecifier;
Progress = progress;
}
}
}

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using Content.Shared.Mind;
using Robust.Shared.Utility;
namespace Content.Shared.Objectives.Interfaces
{
// TODO refactor all of this to be ecs
public interface IObjectiveCondition
{
/// <summary>
/// Returns a copy of the IObjectiveCondition which is assigned to the mind.
/// </summary>
/// <param name="mindId">Mind id to assign to.</param>
/// <param name="mind">Mind to assign to.</param>
/// <returns>The new IObjectiveCondition.</returns>
IObjectiveCondition GetAssigned(EntityUid mindId, MindComponent mind);
/// <summary>
/// Returns the title of the condition.
/// </summary>
string Title { get; }
/// <summary>
/// Returns the description of the condition.
/// </summary>
string Description { get; }
/// <summary>
/// Returns a SpriteSpecifier to be used as an icon for the condition.
/// </summary>
SpriteSpecifier Icon { get; }
/// <summary>
/// Returns the current progress of the condition in % from 0 to 1.
/// </summary>
/// <returns>Current progress in %.</returns>
float Progress { get; }
/// <summary>
/// Returns a difficulty of the condition.
/// </summary>
float Difficulty { get; }
}
}

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using Content.Shared.Mind;
namespace Content.Shared.Objectives.Interfaces
{
// TODO refactor all of this to be ecs
public interface IObjectiveRequirement
{
/// <summary>
/// Checks whether or not the entity & its surroundings are valid to be given the objective.
/// </summary>
/// <returns>Returns true if objective can be given.</returns>
bool CanBeAssigned(EntityUid mindId, MindComponent mind);
}
}

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using Content.Shared.Mind;
using Content.Shared.Objectives.Interfaces;
namespace Content.Shared.Objectives
{
public sealed class Objective : IEquatable<Objective>
{
[ViewVariables]
public readonly EntityUid MindId;
[ViewVariables]
public readonly MindComponent Mind;
[ViewVariables]
public readonly ObjectivePrototype Prototype;
private readonly List<IObjectiveCondition> _conditions = new();
[ViewVariables]
public IReadOnlyList<IObjectiveCondition> Conditions => _conditions;
public Objective(ObjectivePrototype prototype, EntityUid mindId, MindComponent mind)
{
Prototype = prototype;
MindId = mindId;
Mind = mind;
foreach (var condition in prototype.Conditions)
{
_conditions.Add(condition.GetAssigned(mindId, mind));
}
}
public bool Equals(Objective? other)
{
if (other is null) return false;
if (ReferenceEquals(this, other)) return true;
if (!Equals(Mind, other.Mind) || !Equals(Prototype, other.Prototype)) return false;
if (_conditions.Count != other._conditions.Count) return false;
for (var i = 0; i < _conditions.Count; i++)
{
if (!_conditions[i].Equals(other._conditions[i])) return false;
}
return true;
}
public override bool Equals(object? obj)
{
if (ReferenceEquals(null, obj)) return false;
if (ReferenceEquals(this, obj)) return true;
if (obj.GetType() != GetType()) return false;
return Equals((Objective) obj);
}
public override int GetHashCode()
{
return HashCode.Combine(Mind, Prototype, _conditions);
}
}
}

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using Robust.Shared.Serialization;
using Robust.Shared.Utility;
namespace Content.Shared.Objectives;
/// <summary>
/// Info about objectives visible in the character menu and on round end.
/// Description and icon are displayed only in the character menu.
/// Progress is a percentage from 0.0 to 1.0.
/// </summary>
/// <remarks>
/// All of these fields must eventually be set by condition event handlers.
/// Everything but progress can be set to static data in yaml on the entity and <see cref="ObjectiveComponent"/>.
/// If anything is null it will be logged and return null.
/// </remarks>
[Serializable, NetSerializable]
public record struct ObjectiveInfo(string Title, string Description, SpriteSpecifier Icon, float Progress);

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using System.Linq;
using Content.Shared.Mind;
using Content.Shared.Objectives.Interfaces;
using Robust.Shared.Prototypes;
namespace Content.Shared.Objectives
{
/// <summary>
/// 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
/// </summary>
[Prototype("objective")]
public sealed class ObjectivePrototype : IPrototype
{
[ViewVariables]
[IdDataField]
public string ID { get; private set; } = default!;
[DataField("issuer")] public string Issuer { get; private set; } = "Unknown";
[ViewVariables]
public float Difficulty => _difficultyOverride ?? _conditions.Sum(c => c.Difficulty);
[DataField("conditions", serverOnly: true)]
private List<IObjectiveCondition> _conditions = new();
[DataField("requirements")]
private List<IObjectiveRequirement> _requirements = new();
[ViewVariables]
public IReadOnlyList<IObjectiveCondition> Conditions => _conditions;
[DataField("canBeDuplicate")]
public bool CanBeDuplicateAssignment { get; private set; }
[ViewVariables(VVAccess.ReadWrite)]
[DataField("difficultyOverride")]
private float? _difficultyOverride = null;
public bool CanBeAssigned(EntityUid mindId, MindComponent mind)
{
foreach (var requirement in _requirements)
{
if (!requirement.CanBeAssigned(mindId, mind))
return false;
}
if (!CanBeDuplicateAssignment)
{
foreach (var objective in mind.AllObjectives)
{
if (objective.Prototype.ID == ID)
return false;
}
}
return true;
}
public Objective GetObjective(EntityUid mindId, MindComponent mind)
{
return new Objective(this, mindId, mind);
}
}
}

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using Content.Shared.Mind;
using Content.Shared.Objectives;
using Content.Shared.Objectives.Components;
using Robust.Shared.Utility;
namespace Content.Shared.Objectives.Systems;
/// <summary>
/// Provides API for creating and interacting with objectives.
/// </summary>
public abstract class SharedObjectivesSystem : EntitySystem
{
[Dependency] private readonly SharedMindSystem _mind = default!;
private EntityQuery<MetaDataComponent> _metaQuery;
public override void Initialize()
{
base.Initialize();
_metaQuery = GetEntityQuery<MetaDataComponent>();
}
/// <summary>
/// Checks requirements and duplicate objectives to see if an objective can be assigned.
/// </summary>
public bool CanBeAssigned(EntityUid uid, EntityUid mindId, MindComponent mind, ObjectiveComponent? comp = null)
{
if (!Resolve(uid, ref comp))
return false;
var ev = new RequirementCheckEvent(mindId, mind);
RaiseLocalEvent(uid, ref ev);
if (ev.Cancelled)
return false;
// only check for duplicate prototypes if it's unique
if (comp.Unique)
{
var proto = _metaQuery.GetComponent(uid).EntityPrototype?.ID;
foreach (var objective in mind.AllObjectives)
{
if (_metaQuery.GetComponent(objective).EntityPrototype?.ID == proto)
return false;
}
}
return true;
}
/// <summary>
/// Spawns and assigns an objective for a mind.
/// The objective is not added to the mind's objectives, mind system does that in TryAddObjective.
/// If the objective could not be assigned the objective is deleted and null is returned.
/// </summary>
public EntityUid? TryCreateObjective(EntityUid mindId, MindComponent mind, string proto)
{
var uid = Spawn(proto);
if (!TryComp<ObjectiveComponent>(uid, out var comp))
{
Del(uid);
Log.Error($"Invalid objective prototype {proto}, missing ObjectiveComponent");
return null;
}
Log.Debug($"Created objective {proto} ({uid})");
if (!CanBeAssigned(uid, mindId, mind, comp))
{
Del(uid);
Log.Warning($"Objective {uid} did not match the requirements for {_mind.MindOwnerLoggingString(mind)}, deleted it");
return null;
}
var ev = new ObjectiveAssignedEvent(mindId, mind);
RaiseLocalEvent(uid, ref ev);
if (ev.Cancelled)
{
Del(uid);
Log.Warning($"Could not assign objective {uid}, deleted it");
return null;
}
// let the title description and icon be set by systems
var afterEv = new ObjectiveAfterAssignEvent(mindId, mind, comp, MetaData(uid));
RaiseLocalEvent(uid, ref afterEv);
return uid;
}
/// <summary>
/// Get the title, description, icon and progress of an objective using <see cref="ObjectiveGetInfoEvent"/>.
/// If any of them are null it is logged and null is returned.
/// </summary>
/// <param name="uid"/>ID of the condition entity</param>
/// <param name="mindId"/>ID of the player's mind entity</param>
/// <param name="mind"/>Mind component of the player's mind</param>
public ObjectiveInfo? GetInfo(EntityUid uid, EntityUid mindId, MindComponent? mind = null)
{
if (!Resolve(mindId, ref mind))
return null;
var ev = new ObjectiveGetProgressEvent(mindId, mind);
RaiseLocalEvent(uid, ref ev);
var comp = Comp<ObjectiveComponent>(uid);
var meta = MetaData(uid);
var title = meta.EntityName;
var description = meta.EntityDescription;
if (comp.Icon == null || ev.Progress == null)
{
Log.Error($"An objective {ToPrettyString(uid):objective} of {_mind.MindOwnerLoggingString(mind)} is missing icon or progress ({ev.Progress})");
return null;
}
return new ObjectiveInfo(title, description, comp.Icon, ev.Progress.Value);
}
/// <summary>
/// Sets the objective's icon to the one specified.
/// Intended for <see cref="ObjectiveAfterAssignEvent"/> handlers to set an icon.
/// </summary>
public void SetIcon(EntityUid uid, SpriteSpecifier icon, ObjectiveComponent? comp = null)
{
if (!Resolve(uid, ref comp))
return;
comp.Icon = icon;
}
}