* Completely refactor how job spawning works * Remove remains of old system. * Squash the final bug, cleanup. * Attempt to fix tests * Adjusts packed's round-start crew roster, re-enables a bunch of old roles. Also adds the Central Command Official as a proper role. * pretty up ui * refactor StationSystem into the correct folder & namespace. * remove a log, make sure the lobby gets updated if a new map is spontaneously added. * re-add accidentally removed log * We do a little logging * we do a little resolving * we do a little documenting * Renamed OverflowJob to FallbackOverflowJob Allows stations to configure their own roundstart overflow job list. * narrator: it did not compile * oops * support having no overflow jobs * filescope for consistency * small fixes * Bumps a few role counts for Packed, namely engis * log moment * E * Update Resources/Prototypes/Entities/Objects/Misc/identification_cards.yml Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com> * Update Content.Server/Maps/GameMapPrototype.cs Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com> * factored job logic, cleanup. * e * Address reviews * Remove the concept of a "default" grid. It has no future in our new multi-station world * why was clickable using that in the first place * fix bad evil bug that almost slipped through also adds chemist * rms obsolete things from chemist * Adds a sanity fallback * address reviews * adds ability to set name * fuck * cleanup joingame
119 lines
4.1 KiB
C#
119 lines
4.1 KiB
C#
using System.Linq;
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using Content.Server.Radiation;
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using Content.Server.Station;
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using Content.Shared.Coordinates;
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using Content.Shared.Station;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Map;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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namespace Content.Server.StationEvents.Events
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{
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[UsedImplicitly]
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public sealed class RadiationStorm : StationEvent
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{
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// Based on Goonstation style radiation storm with some TG elements (announcer, etc.)
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[Dependency] private IEntityManager _entityManager = default!;
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[Dependency] private IRobustRandom _robustRandom = default!;
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public override string Name => "RadiationStorm";
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public override string StartAnnouncement => Loc.GetString("station-event-radiation-storm-start-announcement");
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protected override string EndAnnouncement => Loc.GetString("station-event-radiation-storm-end-announcement");
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public override string StartAudio => "/Audio/Announcements/radiation.ogg";
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protected override float StartAfter => 10.0f;
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// Event specific details
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private float _timeUntilPulse;
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private const float MinPulseDelay = 0.2f;
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private const float MaxPulseDelay = 0.8f;
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private StationId _target = StationId.Invalid;
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private void ResetTimeUntilPulse()
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{
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_timeUntilPulse = _robustRandom.NextFloat() * (MaxPulseDelay - MinPulseDelay) + MinPulseDelay;
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}
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public override void Announce()
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{
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base.Announce();
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EndAfter = _robustRandom.Next(30, 80) + StartAfter; // We want to be forgiving about the radstorm.
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}
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public override void Startup()
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{
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ResetTimeUntilPulse();
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_target = _robustRandom.Pick(_entityManager.EntityQuery<StationComponent>().ToArray()).Station;
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base.Startup();
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}
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public override void Shutdown()
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{
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base.Shutdown();
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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if (!Started || !Running) return;
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_timeUntilPulse -= frameTime;
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if (_timeUntilPulse <= 0.0f)
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{
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var pauseManager = IoCManager.Resolve<IPauseManager>();
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// Account for split stations by just randomly picking a piece of it.
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var possibleTargets = _entityManager.EntityQuery<StationComponent>()
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.Where(x => x.Station == _target).ToArray();
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var stationEnt = _robustRandom.Pick(possibleTargets).OwnerUid;
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if (!_entityManager.TryGetComponent<IMapGridComponent>(stationEnt, out var grid))
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return;
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if (pauseManager.IsGridPaused(grid.GridIndex))
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return;
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SpawnPulse(grid.Grid);
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}
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}
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private void SpawnPulse(IMapGrid mapGrid)
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{
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if (!TryFindRandomGrid(mapGrid, out var coordinates))
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return;
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var pulse = _entityManager.SpawnEntity("RadiationPulse", coordinates);
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pulse.GetComponent<RadiationPulseComponent>().DoPulse();
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ResetTimeUntilPulse();
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}
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private bool TryFindRandomGrid(IMapGrid mapGrid, out EntityCoordinates coordinates)
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{
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if (!mapGrid.Index.IsValid())
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{
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coordinates = default;
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return false;
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}
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var bounds = mapGrid.LocalBounds;
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var randomX = _robustRandom.Next((int) bounds.Left, (int) bounds.Right);
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var randomY = _robustRandom.Next((int) bounds.Bottom, (int) bounds.Top);
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coordinates = mapGrid.ToCoordinates(randomX, randomY);
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// TODO: Need to get valid tiles? (maybe just move right if the tile we chose is invalid?)
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if (!coordinates.IsValid(_entityManager))
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{
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coordinates = default;
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return false;
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}
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return true;
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}
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}
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}
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