-using Content.Server.Objectives.Systems;
-
namespace Content.Server.Objectives.Components;
/// <summary>
/// Sets the target for <see cref="TargetObjectiveComponent"/> to a random head.
/// If there are no heads it will fallback to any person.
/// </summary>
-[RegisterComponent, Access(typeof(KillPersonConditionSystem))]
-public sealed partial class PickRandomHeadComponent : Component
-{
-}
+[RegisterComponent]
+public sealed partial class PickRandomHeadComponent : Component;
-using Content.Server.Objectives.Systems;
-
namespace Content.Server.Objectives.Components;
/// <summary>
/// Sets the target for <see cref="TargetObjectiveComponent"/> to a random person.
/// </summary>
-[RegisterComponent, Access(typeof(KillPersonConditionSystem))]
-public sealed partial class PickRandomPersonComponent : Component
-{
-}
+[RegisterComponent]
+public sealed partial class PickRandomPersonComponent : Component;
--- /dev/null
+namespace Content.Server.Objectives.Components;
+
+/// <summary>
+/// Sets this objective's target to the one given in <see cref="TargetOverrideComponent"/>, if the entity has it.
+/// This component needs to be added to objective entity itself.
+/// </summary>
+[RegisterComponent]
+public sealed partial class PickSpecificPersonComponent : Component;
-using Content.Server.Objectives.Systems;
-
namespace Content.Server.Objectives.Components;
/// <summary>
/// Sets the target for <see cref="KeepAliveConditionComponent"/> to a random traitor.
/// </summary>
-[RegisterComponent, Access(typeof(KeepAliveConditionSystem))]
-public sealed partial class RandomTraitorAliveComponent : Component
-{
-}
+[RegisterComponent]
+public sealed partial class RandomTraitorAliveComponent : Component;
-using Content.Server.Objectives.Systems;
-
namespace Content.Server.Objectives.Components;
/// <summary>
/// Sets the target for <see cref="HelpProgressConditionComponent"/> to a random traitor.
/// </summary>
-[RegisterComponent, Access(typeof(HelpProgressConditionSystem))]
-public sealed partial class RandomTraitorProgressComponent : Component
-{
-}
+[RegisterComponent]
+public sealed partial class RandomTraitorProgressComponent : Component;
--- /dev/null
+namespace Content.Server.Objectives.Components;
+
+/// <summary>
+/// Sets a target objective to a specific target when receiving it.
+/// The objective entity needs to have <see cref="PickSpecificPersonComponent"/>.
+/// This component needs to be added to entity receiving the objective.
+/// </summary>
+[RegisterComponent]
+public sealed partial class TargetOverrideComponent : Component
+{
+ /// <summary>
+ /// The entity that should be targeted.
+ /// </summary>
+ [DataField]
+ public EntityUid? Target;
+}
-using Content.Server.GameTicking.Rules;
using Content.Server.Objectives.Components;
using Content.Shared.Mind;
using Content.Shared.Objectives.Components;
using Content.Shared.Objectives.Systems;
-using Content.Shared.Roles.Jobs;
-using Robust.Shared.Random;
-using System.Linq;
namespace Content.Server.Objectives.Systems;
/// <summary>
-/// Handles help progress condition logic and picking random help targets.
+/// Handles help progress condition logic.
/// </summary>
public sealed class HelpProgressConditionSystem : EntitySystem
{
- [Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly SharedObjectivesSystem _objectives = default!;
[Dependency] private readonly TargetObjectiveSystem _target = default!;
- [Dependency] private readonly TraitorRuleSystem _traitorRule = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<HelpProgressConditionComponent, ObjectiveGetProgressEvent>(OnGetProgress);
-
- SubscribeLocalEvent<RandomTraitorProgressComponent, ObjectiveAssignedEvent>(OnTraitorAssigned);
}
private void OnGetProgress(EntityUid uid, HelpProgressConditionComponent comp, ref ObjectiveGetProgressEvent args)
args.Progress = GetProgress(target.Value);
}
- private void OnTraitorAssigned(EntityUid uid, RandomTraitorProgressComponent comp, ref ObjectiveAssignedEvent args)
- {
- // invalid prototype
- if (!TryComp<TargetObjectiveComponent>(uid, 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(uid, _random.Pick(traitors).Id, target);
- }
-
private float GetProgress(EntityUid target)
{
var total = 0f; // how much progress they have
using Content.Server.Objectives.Components;
-using Content.Server.GameTicking.Rules;
using Content.Shared.Mind;
using Content.Shared.Objectives.Components;
-using Content.Shared.Roles.Jobs;
-using Robust.Shared.Random;
-using System.Linq;
namespace Content.Server.Objectives.Systems;
/// <summary>
-/// Handles keep alive condition logic and picking random traitors to keep alive.
+/// Handles keep alive condition logic.
/// </summary>
public sealed class KeepAliveConditionSystem : EntitySystem
{
- [Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly SharedMindSystem _mind = default!;
[Dependency] private readonly TargetObjectiveSystem _target = default!;
- [Dependency] private readonly TraitorRuleSystem _traitorRule = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<KeepAliveConditionComponent, ObjectiveGetProgressEvent>(OnGetProgress);
-
- SubscribeLocalEvent<RandomTraitorAliveComponent, ObjectiveAssignedEvent>(OnAssigned);
}
private void OnGetProgress(EntityUid uid, KeepAliveConditionComponent comp, ref ObjectiveGetProgressEvent args)
args.Progress = GetProgress(target.Value);
}
- private void OnAssigned(EntityUid uid, RandomTraitorAliveComponent comp, ref ObjectiveAssignedEvent args)
- {
- // invalid prototype
- if (!TryComp<TargetObjectiveComponent>(uid, 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(uid, _random.Pick(traitors).Id, target);
- }
-
private float GetProgress(EntityUid target)
{
if (!TryComp<MindComponent>(target, out var mind))
using Content.Server.Objectives.Components;
-using Content.Server.Revolutionary.Components;
using Content.Server.Shuttles.Systems;
using Content.Shared.CCVar;
using Content.Shared.Mind;
using Content.Shared.Objectives.Components;
using Robust.Shared.Configuration;
-using Robust.Shared.Random;
-using System.Linq;
namespace Content.Server.Objectives.Systems;
{
[Dependency] private readonly EmergencyShuttleSystem _emergencyShuttle = default!;
[Dependency] private readonly IConfigurationManager _config = default!;
- [Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly SharedMindSystem _mind = default!;
[Dependency] private readonly TargetObjectiveSystem _target = default!;
base.Initialize();
SubscribeLocalEvent<KillPersonConditionComponent, ObjectiveGetProgressEvent>(OnGetProgress);
-
- SubscribeLocalEvent<PickRandomPersonComponent, ObjectiveAssignedEvent>(OnPersonAssigned);
-
- SubscribeLocalEvent<PickRandomHeadComponent, ObjectiveAssignedEvent>(OnHeadAssigned);
}
private void OnGetProgress(EntityUid uid, KillPersonConditionComponent comp, ref ObjectiveGetProgressEvent args)
args.Progress = GetProgress(target.Value, comp.RequireDead);
}
- private void OnPersonAssigned(EntityUid uid, PickRandomPersonComponent comp, ref ObjectiveAssignedEvent args)
- {
- // invalid objective prototype
- if (!TryComp<TargetObjectiveComponent>(uid, out var target))
- {
- args.Cancelled = true;
- return;
- }
-
- // target already assigned
- if (target.Target != null)
- return;
-
- var allHumans = _mind.GetAliveHumans(args.MindId);
-
- // 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.RemoveWhere(x => x.Owner == kill.Target);
- }
- }
-
- // no other humans to kill
- if (allHumans.Count == 0)
- {
- args.Cancelled = true;
- return;
- }
-
- _target.SetTarget(uid, _random.Pick(allHumans), target);
- }
-
- private void OnHeadAssigned(EntityUid uid, PickRandomHeadComponent comp, ref ObjectiveAssignedEvent args)
- {
- // invalid prototype
- if (!TryComp<TargetObjectiveComponent>(uid, out var target))
- {
- args.Cancelled = true;
- return;
- }
-
- // target already assigned
- if (target.Target != null)
- return;
-
- // no other humans to kill
- var allHumans = _mind.GetAliveHumans(args.MindId);
- if (allHumans.Count == 0)
- {
- args.Cancelled = true;
- return;
- }
-
- var allHeads = new HashSet<Entity<MindComponent>>();
- foreach (var person in allHumans)
- {
- if (TryComp<MindComponent>(person, out var mind) && mind.OwnedEntity is { } ent && HasComp<CommandStaffComponent>(ent))
- allHeads.Add(person);
- }
-
- if (allHeads.Count == 0)
- allHeads = allHumans; // fallback to non-head target
-
- _target.SetTarget(uid, _random.Pick(allHeads), target);
- }
-
private float GetProgress(EntityUid target, bool requireDead)
{
// deleted or gibbed or something, counts as dead
--- /dev/null
+using Content.Server.Objectives.Components;
+using Content.Shared.Mind;
+using Content.Shared.Objectives.Components;
+using Content.Server.GameTicking.Rules;
+using Content.Server.Revolutionary.Components;
+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 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)
+ {
+ // invalid objective prototype
+ if (!TryComp<TargetObjectiveComponent>(ent.Owner, out var target))
+ {
+ args.Cancelled = true;
+ return;
+ }
+
+ // target already assigned
+ if (target.Target != null)
+ return;
+
+ var allHumans = _mind.GetAliveHumans(args.MindId);
+
+ // 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.RemoveWhere(x => x.Owner == kill.Target);
+ }
+ }
+
+ // no other humans to kill
+ if (allHumans.Count == 0)
+ {
+ args.Cancelled = true;
+ return;
+ }
+
+ _target.SetTarget(ent.Owner, _random.Pick(allHumans), target);
+ }
+
+ private void OnRandomHeadAssigned(Entity<PickRandomHeadComponent> ent, ref ObjectiveAssignedEvent args)
+ {
+ // invalid prototype
+ if (!TryComp<TargetObjectiveComponent>(ent.Owner, out var target))
+ {
+ args.Cancelled = true;
+ return;
+ }
+
+ // target already assigned
+ if (target.Target != null)
+ return;
+
+ // no other humans to kill
+ var allHumans = _mind.GetAliveHumans(args.MindId);
+ if (allHumans.Count == 0)
+ {
+ args.Cancelled = true;
+ return;
+ }
+
+ var allHeads = new HashSet<Entity<MindComponent>>();
+ foreach (var person in allHumans)
+ {
+ if (TryComp<MindComponent>(person, out var mind) && mind.OwnedEntity is { } owned && HasComp<CommandStaffComponent>(owned))
+ allHeads.Add(person);
+ }
+
+ if (allHeads.Count == 0)
+ allHeads = allHumans; // fallback to non-head target
+
+ _target.SetTarget(ent.Owner, _random.Pick(allHeads), 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);
+ }
+}