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added gamerules
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Truoizys committed Aug 12, 2024
1 parent 0388fc8 commit 46fcc5b
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Showing 6 changed files with 219 additions and 2 deletions.
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namespace Content.Server.GameTicking.Rules.Components;

[RegisterComponent, Access(typeof(LockdownRuleSystem))]
public sealed partial class LockdownRuleComponent : Component
{
/// <summary>
/// The gamerules that get added by lockdown.
/// </summary>
[DataField("additionalGameRules")]
public HashSet<EntityUid> AdditionalGameRules = new();
}
174 changes: 174 additions & 0 deletions Content.Server/GameTicking/Rules/SP14/LockdownRuleSystem.cs
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using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Content.Server.Administration.Logs;
using Content.Server.Chat.Managers;
using Content.Server.GameTicking.Presets;
using Content.Server.GameTicking.Rules.Components;
using Content.Shared.GameTicking.Components;
using Content.Shared.Random;
using Content.Shared.CCVar;
using Content.Shared.Database;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Configuration;
using Robust.Shared.Utility;

namespace Content.Server.GameTicking.Rules;

// is this wildly inefficient? yes. do i care? not really.

public sealed class LockdownRuleSystem : GameRuleSystem<LockdownRuleComponent>
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly IConfigurationManager _configurationManager = default!;
[Dependency] private readonly IAdminLogManager _adminLogger = default!;
[Dependency] private readonly IComponentFactory _compFact = default!;

private string _ruleCompName = default!;

public override void Initialize()
{
base.Initialize();
_ruleCompName = _compFact.GetComponentName(typeof(GameRuleComponent));
}

protected override void Added(EntityUid uid, LockdownRuleComponent component, GameRuleComponent gameRule, GameRuleAddedEvent args)
{
base.Added(uid, component, gameRule, args);
var weights = _configurationManager.GetCVar(CCVars.LockdownWeightPrototype);

if (!TryPickPreset(weights, out var preset))
{
Log.Error($"{ToPrettyString(uid)} failed to pick any preset. Removing rule.");
Del(uid);
return;
}

Log.Info($"Selected {preset.ID} as the lockdown preset.");
_adminLogger.Add(LogType.EventStarted, $"Selected {preset.ID} as the lockdown preset.");

foreach (var rule in preset.Rules)
{
EntityUid 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);

component.AdditionalGameRules.Add(ruleEnt);
}
}

protected override void Ended(EntityUid uid, LockdownRuleComponent component, GameRuleComponent gameRule, GameRuleEndedEvent args)
{
base.Ended(uid, component, gameRule, args);

foreach (var rule in component.AdditionalGameRules)
{
GameTicker.EndGameRule(rule);
}
}

private bool TryPickPreset(ProtoId<WeightedRandomPrototype> weights, [NotNullWhen(true)] out GamePresetPrototype? preset)
{
var options = _prototypeManager.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 (!_prototypeManager.TryIndex(key, out selectedPreset))
Log.Error($"Invalid preset {selectedPreset} in lockdown 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 lockdown 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 = _prototypeManager.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 (!_prototypeManager.TryIndex(id, out var selectedPreset))
Log.Error($"Invalid preset {selectedPreset} in lockdown 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;

foreach (var ruleId in selected.Rules)
{
if (!_prototypeManager.TryIndex(ruleId, out EntityPrototype? rule)
|| !rule.TryGetComponent(_ruleCompName, out GameRuleComponent? ruleComp))
{
Log.Error($"Encountered invalid rule {ruleId} in preset {selected.ID}");
return false;
}

if (ruleComp.MinPlayers > players && ruleComp.CancelPresetOnTooFewPlayers)
return false;
}

return true;
}
}
12 changes: 11 additions & 1 deletion Content.Shared/CCVar/CCVars.cs
Original file line number Diff line number Diff line change
Expand Up @@ -14,6 +14,16 @@ public sealed class CCVars : CVars
* Server
*/

/// SP14

/// <summary>
/// The prototype to use for sp14's lockdown weights.
/// </summary>
public static readonly CVarDef<string> LockdownWeightPrototype =
CVarDef.Create("game.lockdown_weight_prototype", "Lockdown", CVar.SERVERONLY);

/// SS14

/// <summary>
/// Change this to have the changelog and rules "last seen" date stored separately.
/// </summary>
Expand Down Expand Up @@ -168,7 +178,7 @@ public static readonly CVarDef<bool>
/// Controls the default game preset.
/// </summary>
public static readonly CVarDef<string>
GameLobbyDefaultPreset = CVarDef.Create("game.defaultpreset", "secret", CVar.ARCHIVE);
GameLobbyDefaultPreset = CVarDef.Create("game.defaultpreset", "lockdown", CVar.ARCHIVE);

/// <summary>
/// Controls if the game can force a different preset if the current preset's criteria are not met.
Expand Down
6 changes: 6 additions & 0 deletions Resources/Prototypes/GameRules/SP14/roundstart.yml
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@@ -1,3 +1,9 @@
- type: entity
id: Lockdown
parent: BaseGameRule
components:
- type: LockdownRule

- type: entity
abstract: true
parent: BaseGameRule
Expand Down
13 changes: 12 additions & 1 deletion Resources/Prototypes/_SP14/game_presets.yml
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Expand Up @@ -10,4 +10,15 @@
- SubGamemodesRule
- BasicStationEventScheduler
- GameRuleMeteorScheduler
- BasicRoundstartVariation
- BasicRoundstartVariation

- type: gamePreset
id: Lockdown
alias:
- lockdown
- serket
name: lockdown-title
showInVote: true
description: lockdown-description
rules:
- Lockdown
5 changes: 5 additions & 0 deletions Resources/Prototypes/_SP14/lockdown_weights.yml
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@@ -0,0 +1,5 @@
- type: weightedRandom
id: Lockdown
weights:
Liberator: 1

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