* 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>
139 lines
4.7 KiB
C#
139 lines
4.7 KiB
C#
using System.Linq;
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using Content.Server.Radiation;
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using Content.Server.Station.Components;
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using Content.Server.Station.Systems;
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using Content.Shared.Coordinates;
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using Content.Shared.Sound;
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using JetBrains.Annotations;
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using Robust.Shared.Map;
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using Robust.Shared.Random;
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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 readonly IEntityManager _entityManager = default!;
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IRobustRandom _robustRandom = default!;
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private StationSystem _stationSystem = 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 SoundSpecifier? StartAudio => new SoundPathSpecifier("/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 EntityUid _target = EntityUid.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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_entityManager.EntitySysManager.Resolve(ref _stationSystem);
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ResetTimeUntilPulse();
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if (_stationSystem.Stations.Count == 0)
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{
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Running = false;
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return;
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}
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_target = _robustRandom.Pick(_stationSystem.Stations);
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base.Startup();
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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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if (_target.Valid == false)
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{
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Running = false;
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return;
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}
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_timeUntilPulse -= frameTime;
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if (_timeUntilPulse <= 0.0f)
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{
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var mapManager = IoCManager.Resolve<IMapManager>();
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// Account for split stations by just randomly picking a piece of it.
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var possibleTargets = _entityManager.GetComponent<StationDataComponent>(_target).Grids;
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if (possibleTargets.Count == 0)
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{
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Running = false;
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return;
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}
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var stationEnt = _robustRandom.Pick(possibleTargets);
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if (!_entityManager.TryGetComponent<IMapGridComponent>(stationEnt, out var grid))
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return;
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if (mapManager.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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_entityManager.GetComponent<RadiationPulseComponent>(pulse).DoPulse();
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ResetTimeUntilPulse();
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}
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public void SpawnPulseAt(EntityCoordinates at)
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{
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var pulse = IoCManager.Resolve<IEntityManager>()
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.SpawnEntity("RadiationPulse", at);
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_entityManager.GetComponent<RadiationPulseComponent>(pulse).DoPulse();
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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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