mirror of
https://github.com/space-syndicate/space-station-14.git
synced 2026-10-09 18:31:17 +03:00
* Resolve StationEvent warnings * fix misuses of ent after rename, paracusia flip * oh god more rules * comments, whitespace, unnecessary precision * comments, NotNull->IsNull oops * more consistent ent vs. ent.Owner, whitespace * Greytide: "with accress from... access groups"
167 lines
5.6 KiB
C#
167 lines
5.6 KiB
C#
using System.Diagnostics.CodeAnalysis;
|
|
using System.Linq;
|
|
using Content.Server.Administration.Logs;
|
|
using Content.Server.GameTicking.Rules.Components;
|
|
using Content.Shared.GameTicking.Components;
|
|
using Content.Shared.Random;
|
|
using Content.Shared.CCVar;
|
|
using Content.Shared.Database;
|
|
using Content.Shared.GameTicking;
|
|
using Content.Shared.GameTicking.Prototypes;
|
|
using Content.Shared.GameTicking.Rules;
|
|
using Robust.Shared.Prototypes;
|
|
using Robust.Shared.Random;
|
|
using Robust.Shared.Configuration;
|
|
using Robust.Shared.Utility;
|
|
|
|
namespace Content.Server.GameTicking.Rules;
|
|
|
|
/// <summary>
|
|
/// The handler for secret rules, rules that randomly pick from a set of subrules in secret.
|
|
/// </summary>
|
|
/// <seealso cref="SecretRuleComponent"/>
|
|
public sealed partial class SecretRuleSystem : GameRuleSystem<SecretRuleComponent>
|
|
{
|
|
[Dependency] private IRobustRandom _random = default!;
|
|
[Dependency] private IConfigurationManager _configurationManager = default!;
|
|
[Dependency] private IAdminLogManager _adminLogger = default!;
|
|
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
}
|
|
|
|
protected override void Added(Entity<SecretRuleComponent, GameRuleComponent> ent, ref GameRuleAddedEvent args)
|
|
{
|
|
base.Added(ent, ref args);
|
|
var weights = _configurationManager.GetCVar(CCVars.SecretWeightPrototype);
|
|
|
|
if (!TryPickPreset(weights, out var preset))
|
|
{
|
|
Log.Error($"{ToPrettyString(ent.Owner)} failed to pick any preset. Removing rule.");
|
|
Del(ent);
|
|
return;
|
|
}
|
|
|
|
Log.Info($"Selected {preset.ID} as the secret preset.");
|
|
_adminLogger.Add(LogType.EventStarted, $"Selected {preset.ID} as the secret preset.");
|
|
|
|
foreach (var rule in preset.Rules)
|
|
{
|
|
if (GameTicker.IsIgnored(rule))
|
|
continue;
|
|
|
|
Entity<GameRuleComponent>? ruleEnt;
|
|
|
|
// if we're pre-round (i.e. will only be added)
|
|
// then just add rules. if we're added in the middle of the round (or at any other point really)
|
|
// then we want to start them as well
|
|
if (GameTicker.RunLevel <= GameRunLevel.InRound)
|
|
ruleEnt = GameTicker.AddGameRule(rule);
|
|
else
|
|
GameTicker.StartGameRule(rule, out ruleEnt);
|
|
|
|
if (ruleEnt == null)
|
|
continue;
|
|
|
|
ent.Comp1.AdditionalGameRules.Add(ruleEnt.Value);
|
|
}
|
|
}
|
|
|
|
// TODO: We PROBABLY SHOULD NOT BE DOING THIS as the only time Secret ends naturally is end of round which already cleans up these rules.
|
|
// TODO: IN ADDITION We should end secret once it spawns its rules so we don't tick it :V or pause it?
|
|
protected override void Ended(Entity<SecretRuleComponent> rule, ref GameRuleEndedEvent args)
|
|
{
|
|
base.Ended(rule, ref args);
|
|
|
|
foreach (var gameRule in rule.Comp.AdditionalGameRules)
|
|
{
|
|
GameTicker.EndGameRule(gameRule);
|
|
}
|
|
}
|
|
|
|
private bool TryPickPreset(ProtoId<WeightedRandomPrototype> weights, [NotNullWhen(true)] out GamePresetPrototype? preset)
|
|
{
|
|
var options = ProtoMan.Index(weights).Weights.ShallowClone();
|
|
var players = GameTicker.ReadyPlayerCount();
|
|
|
|
GamePresetPrototype? selectedPreset = null;
|
|
var sum = options.Values.Sum();
|
|
while (options.Count > 0)
|
|
{
|
|
var accumulated = 0f;
|
|
var rand = _random.NextFloat(sum);
|
|
foreach (var (key, weight) in options)
|
|
{
|
|
accumulated += weight;
|
|
if (accumulated < rand)
|
|
continue;
|
|
|
|
if (!ProtoMan.TryIndex(key, out selectedPreset))
|
|
Log.Error($"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($"Excluding {selectedPreset.ID} from secret preset selection.");
|
|
}
|
|
|
|
preset = null;
|
|
return false;
|
|
}
|
|
|
|
public bool CanPickAny()
|
|
{
|
|
var secretPresetId = _configurationManager.GetCVar(CCVars.SecretWeightPrototype);
|
|
return CanPickAny(secretPresetId);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Can any of the given presets be picked, taking into account the currently available player count?
|
|
/// </summary>
|
|
public bool CanPickAny(ProtoId<WeightedRandomPrototype> weightedPresets)
|
|
{
|
|
var ids = ProtoMan.Index(weightedPresets).Weights.Keys
|
|
.Select(x => new ProtoId<GamePresetPrototype>(x));
|
|
|
|
return CanPickAny(ids);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Can any of the given presets be picked, taking into account the currently available player count?
|
|
/// </summary>
|
|
public bool CanPickAny(IEnumerable<ProtoId<GamePresetPrototype>> protos)
|
|
{
|
|
var players = GameTicker.ReadyPlayerCount();
|
|
foreach (var id in protos)
|
|
{
|
|
if (!ProtoMan.TryIndex(id, out var selectedPreset))
|
|
Log.Error($"Invalid preset {selectedPreset} in secret rule weights: {id}");
|
|
|
|
if (CanPick(selectedPreset, players))
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Can the given preset be picked, taking into account the currently available player count?
|
|
/// </summary>
|
|
private bool CanPick([NotNullWhen(true)] GamePresetPrototype? selected, int players)
|
|
{
|
|
if (selected == null)
|
|
return false;
|
|
|
|
return players >= GameTicker.GetMinimumPlayerCount(selected);
|
|
}
|
|
}
|