using Content.Server.Objectives.Components;
using Content.Shared.Mind;
using Content.Shared.Objectives.Components;
using Content.Shared.Roles; // DeltaV
using Content.Shared.Roles.Jobs; // DeltaV
using Content.Server.GameTicking.Rules;
using Content.Server.Revolutionary.Components;
using Robust.Shared.Prototypes; // DeltaV
using Robust.Shared.Random;
using System.Linq;
namespace Content.Server.Objectives.Systems;
///
/// Handles assinging a target to an objective entity with using different components.
/// These can be combined with condition components for objective completions in order to create a variety of objectives.
///
public sealed class PickObjectiveTargetSystem : EntitySystem
{
[Dependency] private readonly TargetObjectiveSystem _target = default!;
[Dependency] private readonly SharedMindSystem _mind = default!;
[Dependency] private readonly SharedRoleSystem _role = default!; // DeltaV
[Dependency] private readonly IPrototypeManager _proto = default!; // DeltaV
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly TraitorRuleSystem _traitorRule = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent(OnSpecificPersonAssigned);
SubscribeLocalEvent(OnRandomPersonAssigned);
SubscribeLocalEvent(OnRandomHeadAssigned);
SubscribeLocalEvent(OnRandomTraitorProgressAssigned);
SubscribeLocalEvent(OnRandomTraitorAliveAssigned);
}
private void OnSpecificPersonAssigned(Entity ent, ref ObjectiveAssignedEvent args)
{
// invalid objective prototype
if (!TryComp(ent.Owner, out var target))
{
args.Cancelled = true;
return;
}
// target already assigned
if (target.Target != null)
return;
if (args.Mind.OwnedEntity == null)
{
args.Cancelled = true;
return;
}
var user = args.Mind.OwnedEntity.Value;
if (!TryComp(user, out var targetComp) || targetComp.Target == null)
{
args.Cancelled = true;
return;
}
_target.SetTarget(ent.Owner, targetComp.Target.Value);
}
private void OnRandomPersonAssigned(Entity ent, ref ObjectiveAssignedEvent args)
{
// Begin DeltaV Changes - replaced copy pasta with this
Predicate pred = ent.Comp.OnlyChoosableJobs
? mindId =>
_role.MindHasRole(mindId, out var role) &&
role?.Comp1.JobPrototype is {} jobId &&
_proto.Index(jobId).SetPreference
: _ => true;
AssignRandomTarget(ent, ref args, pred);
// End DeltaV Changes - replaced copy pasta with this
}
private void OnRandomHeadAssigned(Entity ent, ref ObjectiveAssignedEvent args)
{
// Begin DeltaV Changes - replaced copy pasta with this
AssignRandomTarget(ent, ref args, mindId =>
TryComp(mindId, out var mind) &&
mind.OwnedEntity is { } ownedEnt &&
HasComp(ownedEnt));
// End DeltaV Changes - replaced copy pasta with this
}
///
/// DeltaV - Common code deduplicated from above functions.
/// Filters all alive humans and picks a target from them.
///
private void AssignRandomTarget(EntityUid uid, ref ObjectiveAssignedEvent args, Predicate filter, bool fallbackToAny = true)
{
// invalid prototype
if (!TryComp(uid, out var target))
{
args.Cancelled = true;
return;
}
// target already assigned
if (target.Target != null)
return;
// Get all alive humans, filter out any with TargetObjectiveImmuneComponent
var allHumans = _mind.GetAliveHumans(args.MindId)
.Where(mindId =>
{
if (!TryComp(mindId, out var mindComp) || mindComp.OwnedEntity == null)
return false;
return !HasComp(mindComp.OwnedEntity.Value);
})
.ToList();
// Can't have multiple objectives to kill the same person
foreach (var objective in args.Mind.Objectives)
{
if (HasComp(objective) && TryComp(objective, out var kill))
{
allHumans.RemoveAll(x => x.Owner == kill.Target);
}
}
// Filter out targets based on the filter
var filteredHumans = allHumans.Where(mind => filter(mind)).ToList();
// There's no humans and we can't fall back to any other target
if (filteredHumans.Count == 0 && !fallbackToAny)
{
args.Cancelled = true;
return;
}
// Pick between humans matching our filter or fall back to all humans alive
var selectedHumans = filteredHumans.Count > 0 ? filteredHumans : allHumans;
// Still no valid targets even after the fallback
if (selectedHumans.Count == 0)
{
args.Cancelled = true;
return;
}
_target.SetTarget(uid, _random.Pick(selectedHumans), target);
}
private void OnRandomTraitorProgressAssigned(Entity ent, ref ObjectiveAssignedEvent args)
{
// invalid prototype
if (!TryComp(ent.Owner, out var target))
{
args.Cancelled = true;
return;
}
var traitors = _traitorRule.GetOtherTraitorMindsAliveAndConnected(args.Mind).ToHashSet();
// cant help anyone who is tasked with helping:
// 1. thats boring
// 2. no cyclic progress dependencies!!!
foreach (var traitor in traitors)
{
// TODO: replace this with TryComp(traitor) or something when objectives are moved out of mind
if (!TryComp(traitor.Id, out var mind))
continue;
foreach (var objective in mind.Objectives)
{
if (HasComp(objective))
traitors.RemoveWhere(x => x.Mind == mind);
}
}
// Can't have multiple objectives to help/save the same person
foreach (var objective in args.Mind.Objectives)
{
if (HasComp(objective) || HasComp(objective))
{
if (TryComp(objective, out var help))
{
traitors.RemoveWhere(x => x.Id == help.Target);
}
}
}
// no more helpable traitors
if (traitors.Count == 0)
{
args.Cancelled = true;
return;
}
_target.SetTarget(ent.Owner, _random.Pick(traitors).Id, target);
}
private void OnRandomTraitorAliveAssigned(Entity ent, ref ObjectiveAssignedEvent args)
{
// invalid prototype
if (!TryComp(ent.Owner, out var target))
{
args.Cancelled = true;
return;
}
var traitors = _traitorRule.GetOtherTraitorMindsAliveAndConnected(args.Mind).ToHashSet();
// Can't have multiple objectives to help/save the same person
foreach (var objective in args.Mind.Objectives)
{
if (HasComp(objective) || HasComp(objective))
{
if (TryComp(objective, out var help))
{
traitors.RemoveWhere(x => x.Id == help.Target);
}
}
}
// You are the first/only traitor.
if (traitors.Count == 0)
{
args.Cancelled = true;
return;
}
_target.SetTarget(ent.Owner, _random.Pick(traitors).Id, target);
}
}