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using System.Linq ;
using Content.Server.Administration ;
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using Content.Server.GameTicking ;
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using Content.Server.GameTicking.Rules ;
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using Content.Server.StationEvents.Components ;
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using Content.Shared.Administration ;
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using Content.Shared.EntityTable ;
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using Content.Shared.GameTicking.Components ;
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using JetBrains.Annotations ;
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using Robust.Shared.Prototypes ;
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using Robust.Shared.Random ;
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using Robust.Shared.Toolshed ;
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using Robust.Shared.Toolshed.TypeParsers ;
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using Robust.Shared.Utility ;
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namespace Content.Server.StationEvents
{
/// <summary>
/// The basic event scheduler rule, loosely based off of /tg/ events, which most
/// game presets use.
/// </summary>
[UsedImplicitly]
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public sealed class BasicStationEventSchedulerSystem : GameRuleSystem < BasicStationEventSchedulerComponent >
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{
[Dependency] private readonly IRobustRandom _random = default ! ;
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[Dependency] private readonly EventManagerSystem _event = default ! ;
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protected override void Started ( EntityUid uid , BasicStationEventSchedulerComponent component , GameRuleComponent gameRule ,
GameRuleStartedEvent args )
{
// A little starting variance so schedulers dont all proc at once.
component . TimeUntilNextEvent = RobustRandom . NextFloat ( component . MinimumTimeUntilFirstEvent , component . MinimumTimeUntilFirstEvent + 120 ) ;
}
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protected override void Ended ( EntityUid uid , BasicStationEventSchedulerComponent component , GameRuleComponent gameRule ,
GameRuleEndedEvent args )
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{
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component . TimeUntilNextEvent = component . MinimumTimeUntilFirstEvent ;
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}
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public override void Update ( float frameTime )
{
base . Update ( frameTime ) ;
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if ( ! _event . EventsEnabled )
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return ;
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var query = EntityQueryEnumerator < BasicStationEventSchedulerComponent , GameRuleComponent > ( ) ;
while ( query . MoveNext ( out var uid , out var eventScheduler , out var gameRule ) )
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{
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if ( ! GameTicker . IsGameRuleActive ( uid , gameRule ) )
continue ;
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if ( eventScheduler . TimeUntilNextEvent > 0 )
{
eventScheduler . TimeUntilNextEvent - = frameTime ;
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continue ;
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}
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_event . RunRandomEvent ( eventScheduler . ScheduledGameRules ) ;
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ResetTimer ( eventScheduler ) ;
}
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}
/// <summary>
/// Reset the event timer once the event is done.
/// </summary>
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private void ResetTimer ( BasicStationEventSchedulerComponent component )
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{
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component . TimeUntilNextEvent = component . MinMaxEventTiming . Next ( _random ) ;
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}
}
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[ToolshedCommand, AdminCommand(AdminFlags.Debug)]
public sealed class StationEventCommand : ToolshedCommand
{
private EventManagerSystem ? _stationEvent ;
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private EntityTableSystem ? _entityTable ;
private IComponentFactory ? _compFac ;
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private IRobustRandom ? _random ;
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private IPrototypeManager ? _protoMan ;
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/// <summary>
/// Estimates the expected number of times an event will run over the course of X rounds, taking into account weights and
/// how many events are expected to run over a given timeframe for a given playercount by repeatedly simulating rounds.
/// Effectively /100 (if you put 100 rounds) = probability an event will run per round.
/// </summary>
/// <remarks>
/// This isn't perfect. Code path eventually goes into <see cref="EventManagerSystem.CanRun"/>, which requires
/// state from <see cref="GameTicker"/>. As a result, you should probably just run this locally and not doing
/// a real round (it won't pollute the state, but it will get contaminated by previously ran events in the actual round)
/// and things like `MaxOccurrences` and `ReoccurrenceDelay` won't be respected.
///
/// I consider these to not be that relevant to the analysis here though (and I don't want most uses of them
/// to even exist) so I think it's fine.
/// </remarks>
[CommandImplementation("simulate")]
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public IEnumerable < ( string , float ) > Simulate ( [ CommandArgument ] EntProtoId eventSchedulerProto , [ CommandArgument ] int rounds , [ CommandArgument ] int playerCount , [ CommandArgument ] float roundEndMean , [ CommandArgument ] float roundEndStdDev )
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{
_stationEvent ? ? = GetSys < EventManagerSystem > ( ) ;
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_entityTable ? ? = GetSys < EntityTableSystem > ( ) ;
_compFac ? ? = IoCManager . Resolve < IComponentFactory > ( ) ;
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_random ? ? = IoCManager . Resolve < IRobustRandom > ( ) ;
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_protoMan ? ? = IoCManager . Resolve < IPrototypeManager > ( ) ;
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var occurrences = new Dictionary < string , int > ( ) ;
foreach ( var ev in _stationEvent . AllEvents ( ) )
{
occurrences . Add ( ev . Key . ID , 0 ) ;
}
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var eventScheduler = _protoMan . Index ( eventSchedulerProto ) ;
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if ( ! eventScheduler . TryGetComponent < BasicStationEventSchedulerComponent > ( out var basicScheduler , _compFac ) )
{
return occurrences . Select ( p = > ( p . Key , ( float ) p . Value ) ) . OrderByDescending ( p = > p . Item2 ) ;
}
var compMinMax = basicScheduler . MinMaxEventTiming ; // we gotta do this since we cant execute on comp w/o an ent.
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for ( var i = 0 ; i < rounds ; i + + )
{
var curTime = TimeSpan . Zero ;
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var randomEndTime = _random . NextGaussian ( roundEndMean , roundEndStdDev ) * 60 ; // Its in minutes, should probably be a better time format once we get that in toolshed like [hh:mm:ss]
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if ( randomEndTime < = 0 )
continue ;
while ( curTime . TotalSeconds < randomEndTime )
{
// sim an event
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curTime + = TimeSpan . FromSeconds ( compMinMax . Next ( _random ) ) ;
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var available = _stationEvent . AvailableEvents ( false , playerCount , curTime ) ;
if ( ! _stationEvent . TryBuildLimitedEvents ( basicScheduler . ScheduledGameRules , available , out var selectedEvents ) )
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{
continue ; // doesnt break because maybe the time is preventing events being available.
}
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var ev = _stationEvent . FindEvent ( selectedEvents ) ;
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if ( ev = = null )
continue ;
occurrences [ ev ] + = 1 ;
}
}
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return occurrences . Select ( p = > ( p . Key , ( float ) p . Value ) ) . OrderByDescending ( p = > p . Item2 ) ;
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}
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[CommandImplementation("lsprob")]
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public IEnumerable < ( string , float ) > LsProb ( [ CommandArgument ] EntProtoId eventSchedulerProto )
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{
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_compFac ? ? = IoCManager . Resolve < IComponentFactory > ( ) ;
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_stationEvent ? ? = GetSys < EventManagerSystem > ( ) ;
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_protoMan ? ? = IoCManager . Resolve < IPrototypeManager > ( ) ;
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var eventScheduler = _protoMan . Index ( eventSchedulerProto ) ;
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if ( ! eventScheduler . TryGetComponent < BasicStationEventSchedulerComponent > ( out var basicScheduler , _compFac ) )
yield break ;
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var available = _stationEvent . AvailableEvents ( ) ;
if ( ! _stationEvent . TryBuildLimitedEvents ( basicScheduler . ScheduledGameRules , available , out var events ) )
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yield break ;
var totalWeight = events . Sum ( x = > x . Value . Weight ) ; // Well this shit definitely isnt correct now, and I see no way to make it correct.
// Its probably *fine* but it wont be accurate if the EntityTableSelector does any subsetting.
foreach ( var ( proto , comp ) in events ) // The only solution I see is to do a simulation, and we already have that, so...!
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{
yield return ( proto . ID , comp . Weight / totalWeight ) ;
}
}
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[CommandImplementation("lsprobtheoretical")]
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public IEnumerable < ( string , float ) > LsProbTime ( [ CommandArgument ] EntProtoId eventSchedulerProto , [ CommandArgument ] int playerCount , [ CommandArgument ] float time )
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{
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_compFac ? ? = IoCManager . Resolve < IComponentFactory > ( ) ;
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_stationEvent ? ? = GetSys < EventManagerSystem > ( ) ;
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_protoMan ? ? = IoCManager . Resolve < IPrototypeManager > ( ) ;
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var eventScheduler = _protoMan . Index ( eventSchedulerProto ) ;
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if ( ! eventScheduler . TryGetComponent < BasicStationEventSchedulerComponent > ( out var basicScheduler , _compFac ) )
yield break ;
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var timemins = time * 60 ;
var theoryTime = TimeSpan . Zero + TimeSpan . FromSeconds ( timemins ) ;
var available = _stationEvent . AvailableEvents ( false , playerCount , theoryTime ) ;
if ( ! _stationEvent . TryBuildLimitedEvents ( basicScheduler . ScheduledGameRules , available , out var untimedEvents ) )
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yield break ;
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var events = untimedEvents . Where ( pair = > pair . Value . EarliestStart < = timemins ) . ToList ( ) ;
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var totalWeight = events . Sum ( x = > x . Value . Weight ) ; // same subsetting issue as lsprob.
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foreach ( var ( proto , comp ) in events )
{
yield return ( proto . ID , comp . Weight / totalWeight ) ;
}
}
[CommandImplementation("prob")]
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public float Prob ( [ CommandArgument ] EntProtoId eventSchedulerProto , [ CommandArgument ] string eventId )
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{
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_compFac ? ? = IoCManager . Resolve < IComponentFactory > ( ) ;
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_stationEvent ? ? = GetSys < EventManagerSystem > ( ) ;
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_protoMan ? ? = IoCManager . Resolve < IPrototypeManager > ( ) ;
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var eventScheduler = _protoMan . Index ( eventSchedulerProto ) ;
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if ( ! eventScheduler . TryGetComponent < BasicStationEventSchedulerComponent > ( out var basicScheduler , _compFac ) )
return 0f ;
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var available = _stationEvent . AvailableEvents ( ) ;
if ( ! _stationEvent . TryBuildLimitedEvents ( basicScheduler . ScheduledGameRules , available , out var events ) )
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return 0f ;
var totalWeight = events . Sum ( x = > x . Value . Weight ) ; // same subsetting issue as lsprob.
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var weight = 0f ;
if ( events . TryFirstOrNull ( p = > p . Key . ID = = eventId , out var pair ) )
{
weight = pair . Value . Value . Weight ;
}
return weight / totalWeight ;
}
}
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}