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fix antag selection being evil #28197

Merged
merged 15 commits into from
May 26, 2024
28 changes: 28 additions & 0 deletions Content.IntegrationTests/Pair/TestPair.Helpers.cs
Original file line number Diff line number Diff line change
Expand Up @@ -2,6 +2,9 @@
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Content.Server.Preferences.Managers;
using Content.Shared.Preferences;
using Content.Shared.Roles;
using Robust.Shared.GameObjects;
using Robust.Shared.Map;
using Robust.Shared.Prototypes;
Expand Down Expand Up @@ -128,4 +131,29 @@ public async Task WaitClientCommand(string cmd, int numTicks = 10)

return list;
}

/// <summary>
/// Helper method for enabling or disabling a antag role
/// </summary>
public async Task SetAntagPref(ProtoId<AntagPrototype> id, bool value)
{
var prefMan = Server.ResolveDependency<IServerPreferencesManager>();

var prefs = prefMan.GetPreferences(Client.User!.Value);
// what even is the point of ICharacterProfile if we always cast it to HumanoidCharacterProfile to make it usable?
var profile = (HumanoidCharacterProfile) prefs.SelectedCharacter;

Assert.That(profile.AntagPreferences.Contains(id), Is.EqualTo(!value));
var newProfile = profile.WithAntagPreference(id, value);

await Server.WaitPost(() =>
{
prefMan.SetProfile(Client.User.Value, prefs.SelectedCharacterIndex, newProfile).Wait();
});

// And why the fuck does it always create a new preference and profile object instead of just reusing them?
var newPrefs = prefMan.GetPreferences(Client.User.Value);
var newProf = (HumanoidCharacterProfile) newPrefs.SelectedCharacter;
Assert.That(newProf.AntagPreferences.Contains(id), Is.EqualTo(value));
}
}
4 changes: 2 additions & 2 deletions Content.IntegrationTests/PoolManager.cs
Original file line number Diff line number Diff line change
Expand Up @@ -65,11 +65,11 @@ public static partial class PoolManager

options.BeforeStart += () =>
{
// Server-only systems (i.e., systems that subscribe to events with server-only components)
var entSysMan = IoCManager.Resolve<IEntitySystemManager>();
entSysMan.LoadExtraSystemType<ResettingEntitySystemTests.TestRoundRestartCleanupEvent>();
entSysMan.LoadExtraSystemType<InteractionSystemTests.TestInteractionSystem>();
entSysMan.LoadExtraSystemType<DeviceNetworkTestSystem>();
entSysMan.LoadExtraSystemType<TestDestructibleListenerSystem>();

IoCManager.Resolve<ILogManager>().GetSawmill("loc").Level = LogLevel.Error;
IoCManager.Resolve<IConfigurationManager>()
.OnValueChanged(RTCVars.FailureLogLevel, value => logHandler.FailureLevel = value, true);
Expand Down
76 changes: 76 additions & 0 deletions Content.IntegrationTests/Tests/GameRules/AntagPreferenceTest.cs
Original file line number Diff line number Diff line change
@@ -0,0 +1,76 @@
#nullable enable
using System.Collections.Generic;
using System.Linq;
using Content.Server.Antag;
using Content.Server.Antag.Components;
using Content.Server.GameTicking;
using Content.Shared.GameTicking;
using Robust.Shared.GameObjects;
using Robust.Shared.Player;
using Robust.Shared.Random;

namespace Content.IntegrationTests.Tests.GameRules;

// Once upon a time, players in the lobby weren't ever considered eligible for antag roles.
// Lets not let that happen again.
[TestFixture]
public sealed class AntagPreferenceTest
{
[Test]
public async Task TestLobbyPlayersValid()
{
await using var pair = await PoolManager.GetServerClient(new PoolSettings
{
DummyTicker = false,
Connected = true,
InLobby = true
});

var server = pair.Server;
var client = pair.Client;
var ticker = server.System<GameTicker>();
var sys = server.System<AntagSelectionSystem>();

// Initially in the lobby
Assert.That(ticker.RunLevel, Is.EqualTo(GameRunLevel.PreRoundLobby));
Assert.That(client.AttachedEntity, Is.Null);
Assert.That(ticker.PlayerGameStatuses[client.User!.Value], Is.EqualTo(PlayerGameStatus.NotReadyToPlay));

EntityUid uid = default;
await server.WaitPost(() => uid = server.EntMan.Spawn("Traitor"));
var rule = new Entity<AntagSelectionComponent>(uid, server.EntMan.GetComponent<AntagSelectionComponent>(uid));
var def = rule.Comp.Definitions.Single();

// IsSessionValid & IsEntityValid are preference agnostic and should always be true for players in the lobby.
// Though maybe that will change in the future, but then GetPlayerPool() needs to be updated to reflect that.
Assert.That(sys.IsSessionValid(rule, pair.Player, def), Is.True);
Assert.That(sys.IsEntityValid(client.AttachedEntity, def), Is.True);

// By default, traitor/antag preferences are disabled, so the pool should be empty.
var sessions = new List<ICommonSession>{pair.Player!};
var pool = sys.GetPlayerPool(rule, sessions, def);
Assert.That(pool.Count, Is.EqualTo(0));

// Opt into the traitor role.
await pair.SetAntagPref("Traitor", true);

Assert.That(sys.IsSessionValid(rule, pair.Player, def), Is.True);
Assert.That(sys.IsEntityValid(client.AttachedEntity, def), Is.True);
pool = sys.GetPlayerPool(rule, sessions, def);
Assert.That(pool.Count, Is.EqualTo(1));
pool.TryPickAndTake(pair.Server.ResolveDependency<IRobustRandom>(), out var picked);
Assert.That(picked, Is.EqualTo(pair.Player));
Assert.That(sessions.Count, Is.EqualTo(1));

// opt back out
await pair.SetAntagPref("Traitor", false);

Assert.That(sys.IsSessionValid(rule, pair.Player, def), Is.True);
Assert.That(sys.IsEntityValid(client.AttachedEntity, def), Is.True);
pool = sys.GetPlayerPool(rule, sessions, def);
Assert.That(pool.Count, Is.EqualTo(0));

await server.WaitPost(() => server.EntMan.DeleteEntity(uid));
await pair.CleanReturnAsync();
}
}
4 changes: 4 additions & 0 deletions Content.IntegrationTests/Tests/GameRules/NukeOpsTest.cs
Original file line number Diff line number Diff line change
Expand Up @@ -58,6 +58,9 @@ public async Task TryStopNukeOpsFromConstantlyFailing()
Assert.That(client.AttachedEntity, Is.Null);
Assert.That(ticker.PlayerGameStatuses[client.User!.Value], Is.EqualTo(PlayerGameStatus.NotReadyToPlay));

// Opt into the nukies role.
await pair.SetAntagPref("NukeopsCommander", true);

// There are no grids or maps
Assert.That(entMan.Count<MapComponent>(), Is.Zero);
Assert.That(entMan.Count<MapGridComponent>(), Is.Zero);
Expand Down Expand Up @@ -198,6 +201,7 @@ public async Task TryStopNukeOpsFromConstantlyFailing()

ticker.SetGamePreset((GamePresetPrototype?)null);
server.CfgMan.SetCVar(CCVars.GridFill, false);
await pair.SetAntagPref("NukeopsCommander", false);
await pair.CleanReturnAsync();
}
}
Original file line number Diff line number Diff line change
Expand Up @@ -407,7 +407,6 @@ public async Task InsideContainerInteractionBlockTest()
await pair.CleanReturnAsync();
}

[Reflect(false)]
public sealed class TestInteractionSystem : EntitySystem
{
public EntityEventHandler<InteractUsingEvent>? InteractUsingEvent;
Expand Down
3 changes: 0 additions & 3 deletions Content.IntegrationTests/Tests/ResettingEntitySystemTests.cs
Original file line number Diff line number Diff line change
Expand Up @@ -9,7 +9,6 @@ namespace Content.IntegrationTests.Tests
[TestOf(typeof(RoundRestartCleanupEvent))]
public sealed class ResettingEntitySystemTests
{
[Reflect(false)]
public sealed class TestRoundRestartCleanupEvent : EntitySystem
{
public bool HasBeenReset { get; set; }
Expand Down Expand Up @@ -49,8 +48,6 @@ public async Task ResettingEntitySystemResetTest()

system.HasBeenReset = false;

Assert.That(system.HasBeenReset, Is.False);

gameTicker.RestartRound();

Assert.That(system.HasBeenReset);
Expand Down
9 changes: 9 additions & 0 deletions Content.Server/Antag/AntagSelectionSystem.API.cs
Original file line number Diff line number Diff line change
Expand Up @@ -27,6 +27,11 @@ public sealed partial class AntagSelectionSystem
if (mindCount >= totalTargetCount)
return false;

// TODO ANTAG fix this
// If here are two definitions with 1/10 and 10/10 slots filled, this will always return the second definition
// even though it has already met its target
// AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA I fucking hate game ticker code.
// It needs to track selected minds for each definition independently.
foreach (var def in ent.Comp.Definitions)
{
var target = GetTargetAntagCount(ent, null, def);
Expand Down Expand Up @@ -64,6 +69,10 @@ public int GetTargetAntagCount(Entity<AntagSelectionComponent> ent, AntagSelecti
/// </summary>
public int GetTargetAntagCount(Entity<AntagSelectionComponent> ent, AntagSelectionPlayerPool? pool, AntagSelectionDefinition def)
{
// TODO ANTAG
// make pool non-nullable
// Review uses and ensure that people are INTENTIONALLY including players in the lobby if this is a mid-round
// antag selection.
var poolSize = pool?.Count ?? _playerManager.Sessions
.Count(s => s.State.Status is not SessionStatus.Disconnected and not SessionStatus.Zombie);

Expand Down
72 changes: 34 additions & 38 deletions Content.Server/Antag/AntagSelectionSystem.cs
Original file line number Diff line number Diff line change
Expand Up @@ -13,6 +13,7 @@
using Content.Server.Shuttles.Components;
using Content.Server.Station.Systems;
using Content.Shared.Antag;
using Content.Shared.GameTicking;
using Content.Shared.Ghost;
using Content.Shared.Humanoid;
using Content.Shared.Players;
Expand All @@ -24,6 +25,7 @@
using Robust.Shared.Map;
using Robust.Shared.Player;
using Robust.Shared.Random;
using Robust.Shared.Utility;

namespace Content.Server.Antag;

Expand Down Expand Up @@ -82,10 +84,9 @@ private void OnPlayerSpawning(RulePlayerSpawningEvent args)
continue;

if (comp.SelectionsComplete)
return;
continue;

ChooseAntags((uid, comp), pool);
comp.SelectionsComplete = true;

foreach (var session in comp.SelectedSessions)
{
Expand All @@ -103,11 +104,7 @@ private void OnJobsAssigned(RulePlayerJobsAssignedEvent args)
if (comp.SelectionTime != AntagSelectionTime.PostPlayerSpawn)
continue;

if (comp.SelectionsComplete)
continue;

ChooseAntags((uid, comp));
comp.SelectionsComplete = true;
ChooseAntags((uid, comp), args.Players);
}
}

Expand All @@ -123,12 +120,18 @@ private void OnSpawnComplete(PlayerSpawnCompleteEvent args)
var query = QueryActiveRules();
while (query.MoveNext(out var uid, out _, out var antag, out _))
{
// TODO ANTAG
// what why aasdiuhasdopiuasdfhksad
// stop this insanity please
// probability of antag assignment shouldn't depend on the order in which rules are returned by the query.
if (!RobustRandom.Prob(LateJoinRandomChance))
continue;

if (!antag.Definitions.Any(p => p.LateJoinAdditional))
continue;

DebugTools.AssertEqual(antag.SelectionTime, AntagSelectionTime.PostPlayerSpawn);

if (!TryGetNextAvailableDefinition((uid, antag), out var def))
continue;

Expand Down Expand Up @@ -161,43 +164,40 @@ protected override void Started(EntityUid uid, AntagSelectionComponent component
{
base.Started(uid, component, gameRule, args);

if (component.SelectionsComplete)
return;

// If the round has not yet started, we defer antag selection until roundstart
if (GameTicker.RunLevel != GameRunLevel.InRound)
return;

if (GameTicker.RunLevel == GameRunLevel.InRound && component.SelectionTime == AntagSelectionTime.PrePlayerSpawn)
if (component.SelectionsComplete)
return;

ChooseAntags((uid, component));
component.SelectionsComplete = true;
}
var players = _playerManager.Sessions
.Where(x => GameTicker.PlayerGameStatuses[x.UserId] == PlayerGameStatus.JoinedGame)
.ToList();

/// <summary>
/// Chooses antagonists from the current selection of players
/// </summary>
public void ChooseAntags(Entity<AntagSelectionComponent> ent)
{
var sessions = _playerManager.Sessions.ToList();
ChooseAntags(ent, sessions);
ChooseAntags((uid, component), players);
}

/// <summary>
/// Chooses antagonists from the given selection of players
/// </summary>
public void ChooseAntags(Entity<AntagSelectionComponent> ent, List<ICommonSession> pool)
public void ChooseAntags(Entity<AntagSelectionComponent> ent, IList<ICommonSession> pool)
{
if (ent.Comp.SelectionsComplete)
return;

foreach (var def in ent.Comp.Definitions)
{
ChooseAntags(ent, pool, def);
}

ent.Comp.SelectionsComplete = true;
}

/// <summary>
/// Chooses antagonists from the given selection of players for the given antag definition.
/// </summary>
public void ChooseAntags(Entity<AntagSelectionComponent> ent, List<ICommonSession> pool, AntagSelectionDefinition def)
public void ChooseAntags(Entity<AntagSelectionComponent> ent, IList<ICommonSession> pool, AntagSelectionDefinition def)
{
var playerPool = GetPlayerPool(ent, pool, def);
var count = GetTargetAntagCount(ent, playerPool, def);
Expand Down Expand Up @@ -321,20 +321,15 @@ public void MakeAntag(Entity<AntagSelectionComponent> ent, ICommonSession? sessi
/// <summary>
/// Gets an ordered player pool based on player preferences and the antagonist definition.
/// </summary>
public AntagSelectionPlayerPool GetPlayerPool(Entity<AntagSelectionComponent> ent, List<ICommonSession> sessions, AntagSelectionDefinition def)
public AntagSelectionPlayerPool GetPlayerPool(Entity<AntagSelectionComponent> ent, IList<ICommonSession> sessions, AntagSelectionDefinition def)
{
var preferredList = new List<ICommonSession>();
var fallbackList = new List<ICommonSession>();
var unwantedList = new List<ICommonSession>();
var invalidList = new List<ICommonSession>();
foreach (var session in sessions)
{
if (!IsSessionValid(ent, session, def) ||
!IsEntityValid(session.AttachedEntity, def))
{
invalidList.Add(session);
continue;
}

var pref = (HumanoidCharacterProfile) _pref.GetPreferences(session.UserId).SelectedCharacter;
if (def.PrefRoles.Count != 0 && pref.AntagPreferences.Any(p => def.PrefRoles.Contains(p)))
Expand All @@ -345,13 +340,9 @@ public AntagSelectionPlayerPool GetPlayerPool(Entity<AntagSelectionComponent> en
{
fallbackList.Add(session);
}
else
{
unwantedList.Add(session);
}
}

return new AntagSelectionPlayerPool(new() { preferredList, fallbackList, unwantedList, invalidList });
return new AntagSelectionPlayerPool(new() { preferredList, fallbackList });
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@VasilisThePikachu VasilisThePikachu May 22, 2024

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When i was trying to fix this myself i basically did the same thing. My only consairn and why i never made a pr was cause. What happens if we got no one in the prefferedlist or fallbacklist? Are we starting the gamemode without any antags. This resulting in a broken gamerule/greenshift.

Yes i agree this should be intended behavior (#24292). But i don't think we currently have a solution to prevent broken gamerules.

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@deltanedas deltanedas May 22, 2024

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ok this doesnt cancel it, but nukies should be changed to make spawners if theres not enough players like in my issue
traitors zombies etc doesnt really matter as theres no unused map lying around doing nothing

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Afaik it also picks people at random in game not just in the lobby (look at sleeper agents. There are reports that players get sleeper agent given to them when they never opted in)

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yes this fixes that since it wont pick anyone that didnt opt in

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keep the unwanted list but not the invalid one at least until we have ways of setting up ghost roles and other rules properly.

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the majority of the issue is people that arent opted in getting picked, invalid is only really picked in a dev environment. nukies making ghost roles for missing players wyci

}

/// <summary>
Expand All @@ -362,14 +353,18 @@ public bool IsSessionValid(Entity<AntagSelectionComponent> ent, ICommonSession?
if (session == null)
return true;

mind ??= session.GetMind();

if (session.Status is SessionStatus.Disconnected or SessionStatus.Zombie)
return false;

if (ent.Comp.SelectedSessions.Contains(session))
return false;

mind ??= session.GetMind();

// If the player has not spawned in as any entity (e.g., in the lobby), they can be given an antag role/entity.
if (mind == null)
return true;

//todo: we need some way to check that we're not getting the same role twice. (double picking thieves or zombies through midrounds)

switch (def.MultiAntagSetting)
Expand Down Expand Up @@ -398,10 +393,11 @@ public bool IsSessionValid(Entity<AntagSelectionComponent> ent, ICommonSession?
/// <summary>
/// Checks if a given entity (mind/session not included) is valid for a given antagonist.
/// </summary>
private bool IsEntityValid(EntityUid? entity, AntagSelectionDefinition def)
public bool IsEntityValid(EntityUid? entity, AntagSelectionDefinition def)
{
// If the player has not spawned in as any entity (e.g., in the lobby), they can be given an antag role/entity.
if (entity == null)
return false;
return true;

if (HasComp<PendingClockInComponent>(entity))
return false;
Expand Down
2 changes: 1 addition & 1 deletion Content.Server/GameTicking/GameTicker.RoundFlow.cs
Original file line number Diff line number Diff line change
Expand Up @@ -795,7 +795,7 @@ public RulePlayerSpawningEvent(List<ICommonSession> playerPool, IReadOnlyDiction
}

/// <summary>
/// Event raised after players were assigned jobs by the GameTicker.
/// Event raised after players were assigned jobs by the GameTicker and have been spawned in.
/// You can give on-station people special roles by listening to this event.
/// </summary>
public sealed class RulePlayerJobsAssignedEvent
Expand Down
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