Files
Delta-v/Content.Server/Objectives/Systems/PickObjectiveTargetSystem.cs
T
ac1b82d406 traitor reputation real (#2913)
* add reputation system

* add contracts button to PDA

* give traitors contracts

* add GetRandomObjective to SharedObjectivesSystem

* add TryRemoveObjective overload

* add everything needed for reputation store and objectives

* "ui"

* giant uplink reputation tagging

* prevent buying reputation-locked gear with uplink implant

* :trollface:

* more ui stuff

* :trollface:

* :trollface:

* remove default objectives

* :trollface:

* UI fixes

* stuff

* objective component changes

* add offerings and stuff to yml

* make some objectives work

* make rcd objective real

* more ui fix

* :trollface:

* ui usable

* bunch of low risk objectives

* syndie jail wip

* more wip

* massive amount of work

* add bad guidebooks

* prevent fultoning anchored things

* fixes

* disable claim buttons when no slots are open

* :trollface:

* :trollface:

* :trollface:

* update ui when a slot unlocks

* move rejecting to offerings, remove rescan (automatic now)

* add verb to attach fulton, fix

* dont get objective to ransom/kill someone you already ransomed

* make offering slots random + maximum count in rep level

* :trollface:

* rela

* update syndie jail

* more syndie jail update

* make marshal real

* fix

* fix power room power

* remove access from timer

* :trollface:

* engine

* allow syndicate items on syndie jail

* add ransom ui

* update map loading

* add ransom purchasing to cargo request console

* warn not error for loading

* ui fixes

* final fixy

* mg book fix

* final fixy II

* remove redundant Announcement word

* more []

* end ransom when leaving the jail

* :trollface:

* 10 tc for roundstart traitors

* make nuke core objective work for traitor

* guidebook gaming

* early merge of guidebook comments

* update bunch of objectives

* add min reputation to kill fellow traitor

* guidebook gaming

* evil

* giant stuff

* dont offer dupe objectives

* evil

* pronoun

* fix

* grr

* blacklist assist and DAGD from assist objective

* grr

* fix linter

* remove objectives from traitor rule test

* nuke disk anti-troll

* evil test

* add objectives test to find bad objective groups

* [pre-commit.ci] auto fixes from pre-commit.com hooks

for more information, see https://pre-commit.ci

* fixy

* fix

* fix stuff

* reword ransom announcement

* pro

* goida

---------

Signed-off-by: deltanedas <39013340+deltanedas@users.noreply.github.com>
Co-authored-by: deltanedas <@deltanedas:kde.org>
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
2025-05-12 17:16:22 -04:00

246 lines
9.0 KiB
C#

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;
/// <summary>
/// Handles assinging a target to an objective entity with <see cref="TargetObjectiveComponent"/> using different components.
/// These can be combined with condition components for objective completions in order to create a variety of objectives.
/// </summary>
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<PickSpecificPersonComponent, ObjectiveAssignedEvent>(OnSpecificPersonAssigned);
SubscribeLocalEvent<PickRandomPersonComponent, ObjectiveAssignedEvent>(OnRandomPersonAssigned);
SubscribeLocalEvent<PickRandomHeadComponent, ObjectiveAssignedEvent>(OnRandomHeadAssigned);
SubscribeLocalEvent<RandomTraitorProgressComponent, ObjectiveAssignedEvent>(OnRandomTraitorProgressAssigned);
SubscribeLocalEvent<RandomTraitorAliveComponent, ObjectiveAssignedEvent>(OnRandomTraitorAliveAssigned);
}
private void OnSpecificPersonAssigned(Entity<PickSpecificPersonComponent> ent, ref ObjectiveAssignedEvent args)
{
// invalid objective prototype
if (!TryComp<TargetObjectiveComponent>(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<TargetOverrideComponent>(user, out var targetComp) || targetComp.Target == null)
{
args.Cancelled = true;
return;
}
_target.SetTarget(ent.Owner, targetComp.Target.Value);
}
private void OnRandomPersonAssigned(Entity<PickRandomPersonComponent> ent, ref ObjectiveAssignedEvent args)
{
// Begin DeltaV Changes - replaced copy pasta with this
Predicate<EntityUid> pred = ent.Comp.OnlyChoosableJobs
? mindId =>
_role.MindHasRole<JobRoleComponent>(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<PickRandomHeadComponent> ent, ref ObjectiveAssignedEvent args)
{
// Begin DeltaV Changes - replaced copy pasta with this
AssignRandomTarget(ent, ref args, mindId =>
TryComp<MindComponent>(mindId, out var mind) &&
mind.OwnedEntity is { } ownedEnt &&
HasComp<CommandStaffComponent>(ownedEnt));
// End DeltaV Changes - replaced copy pasta with this
}
/// <summary>
/// DeltaV - Common code deduplicated from above functions.
/// Filters all alive humans and picks a target from them.
/// </summary>
public void AssignRandomTarget(EntityUid uid, ref ObjectiveAssignedEvent args, Predicate<EntityUid> filter, bool fallbackToAny = true)
{
// invalid prototype
if (!TryComp<TargetObjectiveComponent>(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<MindComponent>(mindId, out var mindComp) || mindComp.OwnedEntity == null)
return false;
return !HasComp<TargetObjectiveImmuneComponent>(mindComp.OwnedEntity.Value);
})
.ToList();
// Can't have multiple objectives to kill the same person
foreach (var objective in args.Mind.Objectives)
{
if (HasComp<KillPersonConditionComponent>(objective) && TryComp<TargetObjectiveComponent>(objective, out var kill))
{
allHumans.RemoveAll(x => x.Owner == kill.Target);
}
}
// Begin DeltaV Additions - no being asked to kill someone at centcom or whatever
if (args.Mind.OwnedEntity is {} mob)
{
var map = Transform(mob).MapID;
allHumans.RemoveAll(mindId =>
{
if (Comp<MindComponent>(mindId).OwnedEntity is {} otherMob)
return Transform(otherMob).MapID != map;
return false;
});
}
// End DeltaV Additions
// 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<RandomTraitorProgressComponent> ent, ref ObjectiveAssignedEvent args)
{
// invalid prototype
if (!TryComp<TargetObjectiveComponent>(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<ObjectivesComponent>(traitor) or something when objectives are moved out of mind
if (!TryComp<MindComponent>(traitor.Id, out var mind))
continue;
foreach (var objective in mind.Objectives)
{
if (HasComp<HelpProgressConditionComponent>(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<RandomTraitorAliveComponent>(objective) || HasComp<RandomTraitorProgressComponent>(objective))
{
if (TryComp<TargetObjectiveComponent>(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<RandomTraitorAliveComponent> ent, ref ObjectiveAssignedEvent args)
{
// invalid prototype
if (!TryComp<TargetObjectiveComponent>(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<RandomTraitorAliveComponent>(objective) || HasComp<RandomTraitorProgressComponent>(objective))
{
if (TryComp<TargetObjectiveComponent>(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);
}
}