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Prevent SecretRule from picking invalid presets (#27456)
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* Prevent SecretRule from picking invalid presets

* remove lonely semicolon

---------

Co-authored-by: Nemanja <[email protected]>
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2 people authored and Remuchi committed Aug 23, 2024
1 parent ed346f8 commit b9e1f97
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Showing 2 changed files with 150 additions and 22 deletions.
22 changes: 22 additions & 0 deletions Content.Server/GameTicking/GameTicker.RoundFlow.cs
Original file line number Diff line number Diff line change
Expand Up @@ -175,6 +175,26 @@ public IReadOnlyList<EntityUid> LoadGameMap(GameMapPrototype map, MapId targetMa
return gridUids;
}

public int ReadyPlayerCount()
{
var total = 0;
foreach (var (userId, status) in _playerGameStatuses)
{
if (LobbyEnabled && status == PlayerGameStatus.NotReadyToPlay)
continue;

if (!_playerManager.TryGetSessionById(userId, out _))
continue;

if (_banManager.GetRoleBans(userId) == null)
continue;

total++;
}

return total;
}

public void StartRound(bool force = false)
{
#if EXCEPTION_TOLERANCE
Expand Down Expand Up @@ -230,6 +250,8 @@ public void StartRound(bool force = false)
readyPlayerProfiles.Add(userId, profile);
}

DebugTools.AssertEqual(readyPlayers.Count, ReadyPlayerCount());

// Just in case it hasn't been loaded previously we'll try loading it.
LoadMaps();

Expand Down
150 changes: 128 additions & 22 deletions Content.Server/GameTicking/Rules/SecretRuleSystem.cs
Original file line number Diff line number Diff line change
@@ -1,15 +1,17 @@
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Content.Server.Administration.Logs;
using Content.Server.GameTicking.Components;
using Content.Server.Chat.Managers;
using Content.Server.GameTicking.Presets;
using Content.Server.GameTicking.Rules.Components;
using Content.Shared.Random;
using Content.Shared.Random.Helpers;
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;

Expand All @@ -20,11 +22,46 @@ public sealed class SecretRuleSystem : GameRuleSystem<SecretRuleComponent>
[Dependency] private readonly IConfigurationManager _configurationManager = default!;
[Dependency] private readonly IAdminLogManager _adminLogger = default!;
[Dependency] private readonly IChatManager _chatManager = 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, SecretRuleComponent component, GameRuleComponent gameRule, GameRuleAddedEvent args)
{
base.Added(uid, component, gameRule, args);
PickRule(component);
var weights = _configurationManager.GetCVar(CCVars.SecretWeightPrototype);

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 secret preset.");
_adminLogger.Add(LogType.EventStarted, $"Selected {preset.ID} as the secret preset.");
_chatManager.SendAdminAnnouncement(Loc.GetString("rule-secret-selected-preset", ("preset", preset.ID)));

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, SecretRuleComponent component, GameRuleComponent gameRule, GameRuleEndedEvent args)
Expand All @@ -37,32 +74,101 @@ protected override void Ended(EntityUid uid, SecretRuleComponent component, Game
}
}

private void PickRule(SecretRuleComponent component)
private bool TryPickPreset(ProtoId<WeightedRandomPrototype> weights, [NotNullWhen(true)] out GamePresetPrototype? preset)
{
// TODO: This doesn't consider what can't start due to minimum player count,
// but currently there's no way to know anyway as they use cvars.
var presetString = _configurationManager.GetCVar(CCVars.SecretWeightPrototype);
var preset = _prototypeManager.Index<WeightedRandomPrototype>(presetString).Pick(_random);
Log.Info($"Selected {preset} for secret.");
_adminLogger.Add(LogType.EventStarted, $"Selected {preset} for secret.");
_chatManager.SendAdminAnnouncement(Loc.GetString("rule-secret-selected-preset", ("preset", preset)));

var rules = _prototypeManager.Index<GamePresetPrototype>(preset).Rules;
foreach (var rule in rules)
var options = _prototypeManager.Index(weights).Weights.ShallowClone();
var players = GameTicker.ReadyPlayerCount();

GamePresetPrototype? selectedPreset = null;
var sum = options.Values.Sum();
while (options.Count > 0)
{
EntityUid ruleEnt;
var accumulated = 0f;
var rand = _random.NextFloat(sum);
foreach (var (key, weight) in options)
{
accumulated += weight;
if (accumulated < rand)
continue;

// 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
if (!_prototypeManager.TryIndex(key, out selectedPreset))
Log.Error($"Invalid preset {selectedPreset} in secret rule weights: {weights}");

options.Remove(key);
sum -= weight;
break;
}

if (CanPick(selectedPreset, players))
{
GameTicker.StartGameRule(rule, out ruleEnt);
preset = selectedPreset;
return true;
}

component.AdditionalGameRules.Add(ruleEnt);
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 = _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 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;

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)
return false;
}

return true;
}
}

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