mirror of
https://github.com/space-syndicate/space-station-14.git
synced 2026-10-12 20:01:11 +03:00
* Scope creep my ass * why was this shit not pushed???? * gone... * fix that * review plus buildd * asfsafsafsafsafas * grug * burber * I'll fix this later * shrimply die * also this * it's snerf or snuthin * assaads * round snend * aaaa * fix this shit for real * actually, don't start GameRules until MapInit now that I think aboot it. * forgot u * don't actually need this part nullable * Deffer comp removal * one liner * do that too * chungus * Honestly makes more sense here, plus WHY are we doing all that shit on "GameRuleAdded" rather than GameRuleStarted(?) * deferred removal :V * aaaaaaaaaaaaaaa * whhop * Whoop * better * landmine that I placed for myself then forgot about lmao * cleanup * FUCKING `!` * gotovo * amogus * please don't check by metadata I beg * waawsasfdfsasfa * sfafsasfafsas * fdsaasffsasfa * code * fix * fasasffasfasfsad * chungaas * I may be stupid * gra * graaaaaaaaaaaaaaaaa * comment * gra * clearing is not predicted and would require major refactors, so don't cache on client. * lame shit :P * last holes * nukeopsfsafsasafsfafsa * why was that shit public bruh * bubrbgwahrghfaka * dynamic * revert change that did nothing lmao
166 lines
5.6 KiB
C#
166 lines
5.6 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using Content.Server.Administration.Logs;
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using Content.Server.GameTicking.Rules.Components;
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using Content.Shared.GameTicking.Components;
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using Content.Shared.Random;
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using Content.Shared.CCVar;
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using Content.Shared.Database;
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using Content.Shared.GameTicking;
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using Content.Shared.GameTicking.Prototypes;
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using Content.Shared.GameTicking.Rules;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Configuration;
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using Robust.Shared.Utility;
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namespace Content.Server.GameTicking.Rules;
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public sealed partial class SecretRuleSystem : GameRuleSystem<SecretRuleComponent>
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{
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[Dependency] private IRobustRandom _random = default!;
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[Dependency] private IConfigurationManager _configurationManager = default!;
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[Dependency] private IAdminLogManager _adminLogger = default!;
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private string _ruleCompName = default!;
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public override void Initialize()
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{
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base.Initialize();
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_ruleCompName = Factory.GetComponentName<GameRuleComponent>();
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}
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protected override void Added(EntityUid uid, SecretRuleComponent component, GameRuleComponent gameRule, GameRuleAddedEvent args)
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{
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base.Added(uid, component, gameRule, args);
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var weights = _configurationManager.GetCVar(CCVars.SecretWeightPrototype);
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if (!TryPickPreset(weights, out var preset))
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{
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Log.Error($"{ToPrettyString(uid)} failed to pick any preset. Removing rule.");
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Del(uid);
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return;
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}
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Log.Info($"Selected {preset.ID} as the secret preset.");
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_adminLogger.Add(LogType.EventStarted, $"Selected {preset.ID} as the secret preset.");
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foreach (var rule in preset.Rules)
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{
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if (GameTicker.IsIgnored(rule))
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continue;
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Entity<GameRuleComponent>? ruleEnt;
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// if we're pre-round (i.e. will only be added)
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// then just add rules. if we're added in the middle of the round (or at any other point really)
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// then we want to start them as well
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if (GameTicker.RunLevel <= GameRunLevel.InRound)
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ruleEnt = GameTicker.AddGameRule(rule);
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else
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GameTicker.StartGameRule(rule, out ruleEnt);
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if (ruleEnt == null)
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continue;
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component.AdditionalGameRules.Add(ruleEnt.Value);
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}
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}
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// TODO: We PROBABLY SHOULD NOT BE DOING THIS as the only time Secret ends naturally is end of round which already cleans up these rules.
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// TODO: IN ADDITION We should end secret once it spawns its rules so we don't tick it :V or pause it?
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protected override void Ended(Entity<SecretRuleComponent> rule, ref GameRuleEndedEvent args)
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{
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base.Ended(rule, ref args);
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foreach (var gameRule in rule.Comp.AdditionalGameRules)
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{
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GameTicker.EndGameRule(gameRule);
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}
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}
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private bool TryPickPreset(ProtoId<WeightedRandomPrototype> weights, [NotNullWhen(true)] out GamePresetPrototype? preset)
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{
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var options = ProtoMan.Index(weights).Weights.ShallowClone();
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var players = GameTicker.ReadyPlayerCount();
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GamePresetPrototype? selectedPreset = null;
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var sum = options.Values.Sum();
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while (options.Count > 0)
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{
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var accumulated = 0f;
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var rand = _random.NextFloat(sum);
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foreach (var (key, weight) in options)
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{
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accumulated += weight;
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if (accumulated < rand)
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continue;
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if (!ProtoMan.TryIndex(key, out selectedPreset))
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Log.Error($"Invalid preset {selectedPreset} in secret rule weights: {weights}");
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options.Remove(key);
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sum -= weight;
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break;
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}
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if (CanPick(selectedPreset, players))
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{
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preset = selectedPreset;
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return true;
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}
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if (selectedPreset != null)
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Log.Info($"Excluding {selectedPreset.ID} from secret preset selection.");
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}
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preset = null;
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return false;
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}
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public bool CanPickAny()
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{
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var secretPresetId = _configurationManager.GetCVar(CCVars.SecretWeightPrototype);
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return CanPickAny(secretPresetId);
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}
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/// <summary>
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/// Can any of the given presets be picked, taking into account the currently available player count?
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/// </summary>
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public bool CanPickAny(ProtoId<WeightedRandomPrototype> weightedPresets)
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{
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var ids = ProtoMan.Index(weightedPresets).Weights.Keys
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.Select(x => new ProtoId<GamePresetPrototype>(x));
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return CanPickAny(ids);
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}
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/// <summary>
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/// Can any of the given presets be picked, taking into account the currently available player count?
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/// </summary>
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public bool CanPickAny(IEnumerable<ProtoId<GamePresetPrototype>> protos)
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{
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var players = GameTicker.ReadyPlayerCount();
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foreach (var id in protos)
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{
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if (!ProtoMan.TryIndex(id, out var selectedPreset))
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Log.Error($"Invalid preset {selectedPreset} in secret rule weights: {id}");
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if (CanPick(selectedPreset, players))
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return true;
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}
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return false;
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}
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/// <summary>
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/// Can the given preset be picked, taking into account the currently available player count?
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/// </summary>
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private bool CanPick([NotNullWhen(true)] GamePresetPrototype? selected, int players)
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{
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if (selected == null)
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return false;
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return players >= GameTicker.GetMinimumPlayerCount(selected);
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}
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}
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