Files
crystall-punk-14/Content.Server/StationEvents/Events/StationEvent.cs
Moony 36181334b5 StationSystem/jobs/partial spawning refactor (#7580)
* Partial work on StationSystem refactor.

* WIP station jobs API.

* forgor to fire off grid events.

* Partial implementation of StationSpawningSystem

* whoops infinite loop.

* Spawners should work now.

* it compiles.

* tfw

* Vestigial code cleanup.

* fix station deletion.

* attempt to make tests go brr

* add latejoin spawnpoints to test maps.

* make sure the station still exists while destructing spawners.

* forgot an exists check.

* destruction order check.

* hopefully fix final test.

* fail-safe radstorm.

* Deep-clean job code further. This is bugged!!!!!

* Fix job bug. (init order moment)

* whooo cleanup

* New job selection algorithm that tries to distribute fairly across stations.

* small nitpicks

* Give the heads their weights to replace the head field.

* make overflow assign take a station list.

* moment

* Fixes and test #1 of many.

* please fix nullspace

* AssignJobs should no longer even consider showing up on a trace.

* add comment.

* Introduce station configs, praying i didn't miss something.

* in one small change stations are now fully serializable.

* Further doc comments.

* whoops.

* Solve bug where assignjobs didn't account for roundstart.

* Fix spawning, improve the API.
Caught an oversight in stationsystem that should've broke everything but didn't, whoops.

* Goodbye JobController.

* minor fix..

* fix test fail, remove debug logs.

* quick serialization fixes.

* fixes..

* sus

* partialing

* Update Content.Server/Station/Systems/StationJobsSystem.Roundstart.cs

Co-authored-by: Kara <lunarautomaton6@gmail.com>

* Use dirtying to avoid rebuilding the list 2,100 times.

* add a bajillion more lines of docs (mostly in AssignJobs so i don't ever forget how it works)

* Update Content.IntegrationTests/Tests/Station/StationJobsTest.cs

Co-authored-by: Kara <lunarautomaton6@gmail.com>

* Add the Mysteriously Missing Captain Check.

* Put maprender back the way it belongs.

* I love addressing reviews.

* Update Content.Server/Station/Systems/StationJobsSystem.cs

Co-authored-by: Kara <lunarautomaton6@gmail.com>

* doc cleanup.

* Fix bureaucratic error, add job slot tests.

* zero cost abstractions when

* cri

* saner error.

* Fix spawning failing certain tests due to gameticker not handling falliability correctly.
Can't fix this until I refactor the rest of spawning code.

* submodule gaming

* Packedenger.

* Documentation consistency.

Co-authored-by: Kara <lunarautomaton6@gmail.com>
2022-05-10 13:43:30 -05:00

233 lines
7.9 KiB
C#

using System.Linq;
using Content.Server.Administration.Logs;
using Content.Server.Atmos.EntitySystems;
using Content.Server.Chat.Managers;
using Content.Server.Station.Components;
using Content.Server.Station.Systems;
using Content.Shared.Database;
using Content.Shared.Sound;
using Robust.Shared.Audio;
using Robust.Shared.Map;
using Robust.Shared.Player;
using Robust.Shared.Random;
namespace Content.Server.StationEvents.Events
{
public abstract class StationEvent
{
public const float WeightVeryLow = 0.0f;
public const float WeightLow = 5.0f;
public const float WeightNormal = 10.0f;
public const float WeightHigh = 15.0f;
public const float WeightVeryHigh = 20.0f;
/// <summary>
/// If the event has started and is currently running.
/// </summary>
public bool Running { get; set; }
/// <summary>
/// Human-readable name for the event.
/// </summary>
public abstract string Name { get; }
/// <summary>
/// The weight this event has in the random-selection process.
/// </summary>
public virtual float Weight => WeightNormal;
/// <summary>
/// What should be said in chat when the event starts (if anything).
/// </summary>
public virtual string? StartAnnouncement { get; set; } = null;
/// <summary>
/// What should be said in chat when the event ends (if anything).
/// </summary>
protected virtual string? EndAnnouncement { get; } = null;
/// <summary>
/// Starting audio of the event.
/// </summary>
public virtual SoundSpecifier? StartAudio { get; set; } = new SoundPathSpecifier("/Audio/Announcements/attention.ogg");
/// <summary>
/// Ending audio of the event.
/// </summary>
public virtual SoundSpecifier? EndAudio { get; } = null;
public virtual AudioParams AudioParams { get; } = AudioParams.Default.WithVolume(-10f);
/// <summary>
/// In minutes, when is the first round time this event can start
/// </summary>
public virtual int EarliestStart { get; } = 5;
/// <summary>
/// When in the lifetime to call Start().
/// </summary>
protected virtual float StartAfter { get; } = 0.0f;
/// <summary>
/// When in the lifetime the event should end.
/// </summary>
protected virtual float EndAfter { get; set; } = 0.0f;
/// <summary>
/// How long has the event existed. Do not change this.
/// </summary>
private float Elapsed { get; set; } = 0.0f;
/// <summary>
/// How many players need to be present on station for the event to run
/// </summary>
/// <remarks>
/// To avoid running deadly events with low-pop
/// </remarks>
public virtual int MinimumPlayers { get; } = 0;
/// <summary>
/// How many times this event has run this round
/// </summary>
public int Occurrences { get; set; } = 0;
/// <summary>
/// How many times this even can occur in a single round
/// </summary>
public virtual int? MaxOccurrences { get; } = null;
/// <summary>
/// Has the startup time elapsed?
/// </summary>
protected bool Started { get; set; } = false;
/// <summary>
/// Has this event commenced (announcement may or may not be used)?
/// </summary>
private bool Announced { get; set; } = false;
/// <summary>
/// Called once to setup the event after StartAfter has elapsed.
/// </summary>
public virtual void Startup()
{
Started = true;
Occurrences += 1;
EntitySystem.Get<AdminLogSystem>()
.Add(LogType.EventStarted, LogImpact.High, $"Event startup: {Name}");
}
/// <summary>
/// Called once as soon as an event is active.
/// Can also be used for some initial setup.
/// </summary>
public virtual void Announce()
{
EntitySystem.Get<AdminLogSystem>()
.Add(LogType.EventAnnounced, $"Event announce: {Name}");
if (StartAnnouncement != null)
{
var chatManager = IoCManager.Resolve<IChatManager>();
chatManager.DispatchStationAnnouncement(StartAnnouncement, playDefaultSound: false, colorOverride: Color.Gold);
}
if (StartAudio != null)
{
SoundSystem.Play(Filter.Broadcast(), StartAudio.GetSound(), AudioParams);
}
Announced = true;
Running = true;
}
/// <summary>
/// Called once when the station event ends for any reason.
/// </summary>
public virtual void Shutdown()
{
EntitySystem.Get<AdminLogSystem>()
.Add(LogType.EventStopped, $"Event shutdown: {Name}");
if (EndAnnouncement != null)
{
var chatManager = IoCManager.Resolve<IChatManager>();
chatManager.DispatchStationAnnouncement(EndAnnouncement, playDefaultSound: false, colorOverride: Color.Gold);
}
if (EndAudio != null)
{
SoundSystem.Play(Filter.Broadcast(), EndAudio.GetSound(), AudioParams);
}
Started = false;
Announced = false;
Elapsed = 0;
}
/// <summary>
/// Called every tick when this event is running.
/// </summary>
/// <param name="frameTime"></param>
public virtual void Update(float frameTime)
{
Elapsed += frameTime;
if (!Started && Elapsed >= StartAfter)
{
Startup();
}
if (EndAfter <= Elapsed)
{
Running = false;
}
}
public static bool TryFindRandomTile(out Vector2i tile, out EntityUid targetStation, out EntityUid targetGrid, out EntityCoordinates targetCoords, IRobustRandom? robustRandom = null, IEntityManager? entityManager = null, IMapManager? mapManager = null, StationSystem? stationSystem = null)
{
tile = default;
IoCManager.Resolve(ref robustRandom, ref entityManager, ref mapManager);
entityManager.EntitySysManager.Resolve(ref stationSystem);
targetCoords = EntityCoordinates.Invalid;
targetStation = robustRandom.Pick(stationSystem.Stations);
var possibleTargets = entityManager.GetComponent<StationDataComponent>(targetStation).Grids;
if (possibleTargets.Count == 0)
{
targetGrid = EntityUid.Invalid;
return false;
}
targetGrid = robustRandom.Pick(possibleTargets);
if (!entityManager.TryGetComponent<IMapGridComponent>(targetGrid, out var gridComp))
return false;
var grid = gridComp.Grid;
var atmosphereSystem = EntitySystem.Get<AtmosphereSystem>();
var found = false;
var gridBounds = grid.WorldBounds;
var gridPos = grid.WorldPosition;
for (var i = 0; i < 10; i++)
{
var randomX = robustRandom.Next((int) gridBounds.Left, (int) gridBounds.Right);
var randomY = robustRandom.Next((int) gridBounds.Bottom, (int) gridBounds.Top);
tile = new Vector2i(randomX - (int) gridPos.X, randomY - (int) gridPos.Y);
if (atmosphereSystem.IsTileSpace(grid, tile) || atmosphereSystem.IsTileAirBlocked(grid, tile)) continue;
found = true;
targetCoords = grid.GridTileToLocal(tile);
break;
}
if (!found) return false;
return true;
}
}
}