CatStation/Content.Server/StationEvents/EventManagerSystem.cs
Dmitry 25c5e59248
Upstream (#3172)
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2025-05-24 11:00:17 +03:00

282 lines
9.1 KiB
C#

using System.Linq;
using Content.Server.GameTicking;
using Content.Server.RoundEnd;
using Content.Server.StationEvents.Components;
using Content.Shared.CCVar;
using Robust.Server.Player;
using Robust.Shared.Configuration;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Content.Shared.EntityTable.EntitySelectors;
using Content.Shared.EntityTable;
namespace Content.Server.StationEvents;
public sealed class EventManagerSystem : EntitySystem
{
[Dependency] private readonly IConfigurationManager _configurationManager = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly IPrototypeManager _prototype = default!;
[Dependency] private readonly EntityTableSystem _entityTable = default!;
[Dependency] public readonly GameTicker GameTicker = default!;
[Dependency] private readonly RoundEndSystem _roundEnd = default!;
public bool EventsEnabled { get; private set; }
private void SetEnabled(bool value) => EventsEnabled = value;
public override void Initialize()
{
base.Initialize();
Subs.CVar(_configurationManager, CCVars.EventsEnabled, SetEnabled, true);
}
/// <summary>
/// Randomly runs a valid event.
/// </summary>
[Obsolete("use overload taking EnityTableSelector instead or risk unexpected results")]
public void RunRandomEvent()
{
var randomEvent = PickRandomEvent();
if (randomEvent == null)
{
var errStr = Loc.GetString("station-event-system-run-random-event-no-valid-events");
Log.Error(errStr);
return;
}
GameTicker.AddGameRule(randomEvent);
}
/// <summary>
/// Randomly runs an event from provided EntityTableSelector.
/// </summary>
public void RunRandomEvent(EntityTableSelector limitedEventsTable)
{
var availableEvents = AvailableEvents(); // handles the player counts and individual event restrictions.
// Putting this here only makes any sense in the context of the toolshed commands in BasicStationEventScheduler. Kill me.
if (!TryBuildLimitedEvents(limitedEventsTable, availableEvents, out var limitedEvents))
{
Log.Warning("Provided event table could not build dict!");
return;
}
var randomLimitedEvent = FindEvent(limitedEvents); // this picks the event, It might be better to use the GetSpawns to do it, but that will be a major rebalancing fuck.
if (randomLimitedEvent == null)
{
Log.Warning("The selected random event is null!");
return;
}
if (!_prototype.TryIndex(randomLimitedEvent, out _))
{
Log.Warning("A requested event is not available!");
return;
}
GameTicker.AddGameRule(randomLimitedEvent);
}
/// <summary>
/// Returns true if the provided EntityTableSelector gives at least one prototype with a StationEvent comp.
/// </summary>
public bool TryBuildLimitedEvents(
EntityTableSelector limitedEventsTable,
Dictionary<EntityPrototype, StationEventComponent> availableEvents,
out Dictionary<EntityPrototype, StationEventComponent> limitedEvents
)
{
limitedEvents = new Dictionary<EntityPrototype, StationEventComponent>();
if (availableEvents.Count == 0)
{
Log.Warning("No events were available to run!");
return false;
}
var selectedEvents = _entityTable.GetSpawns(limitedEventsTable);
if (selectedEvents.Any() != true) // This is here so if you fuck up the table it wont die.
return false;
foreach (var eventid in selectedEvents)
{
if (!_prototype.TryIndex(eventid, out var eventproto))
{
Log.Warning("An event ID has no prototype index!");
continue;
}
if (limitedEvents.ContainsKey(eventproto)) // This stops it from dying if you add duplicate entries in a fucked table
continue;
if (eventproto.Abstract)
continue;
if (!eventproto.TryGetComponent<StationEventComponent>(out var stationEvent, EntityManager.ComponentFactory))
continue;
if (!availableEvents.ContainsKey(eventproto))
continue;
limitedEvents.Add(eventproto, stationEvent);
}
if (!limitedEvents.Any())
return false;
return true;
}
/// <summary>
/// Randomly picks a valid event.
/// </summary>
public string? PickRandomEvent()
{
var availableEvents = AvailableEvents();
Log.Info($"Picking from {availableEvents.Count} total available events");
return FindEvent(availableEvents);
}
/// <summary>
/// Pick a random event from the available events at this time, also considering their weightings.
/// </summary>
/// <returns></returns>
public string? FindEvent(Dictionary<EntityPrototype, StationEventComponent> availableEvents)
{
if (availableEvents.Count == 0)
{
Log.Warning("No events were available to run!");
return null;
}
var sumOfWeights = 0.0f;
foreach (var stationEvent in availableEvents.Values)
{
sumOfWeights += stationEvent.Weight;
}
sumOfWeights = _random.NextFloat(sumOfWeights);
foreach (var (proto, stationEvent) in availableEvents)
{
sumOfWeights -= stationEvent.Weight;
if (sumOfWeights <= 0.0f)
{
return proto.ID;
}
}
Log.Error("Event was not found after weighted pick process!");
return null;
}
/// <summary>
/// Gets the events that have met their player count, time-until start, etc.
/// </summary>
/// <param name="playerCountOverride">Override for player count, if using this to simulate events rather than in an actual round.</param>
/// <param name="currentTimeOverride">Override for round time, if using this to simulate events rather than in an actual round.</param>
/// <returns></returns>
public Dictionary<EntityPrototype, StationEventComponent> AvailableEvents(
bool ignoreEarliestStart = false,
int? playerCountOverride = null,
TimeSpan? currentTimeOverride = null)
{
var playerCount = playerCountOverride ?? _playerManager.PlayerCount;
// playerCount does a lock so we'll just keep the variable here
var currentTime = currentTimeOverride ?? (!ignoreEarliestStart
? GameTicker.RoundDuration()
: TimeSpan.Zero);
var result = new Dictionary<EntityPrototype, StationEventComponent>();
foreach (var (proto, stationEvent) in AllEvents())
{
if (CanRun(proto, stationEvent, playerCount, currentTime))
{
result.Add(proto, stationEvent);
}
}
return result;
}
public Dictionary<EntityPrototype, StationEventComponent> AllEvents()
{
var allEvents = new Dictionary<EntityPrototype, StationEventComponent>();
foreach (var prototype in _prototype.EnumeratePrototypes<EntityPrototype>())
{
if (prototype.Abstract)
continue;
if (!prototype.TryGetComponent<StationEventComponent>(out var stationEvent, EntityManager.ComponentFactory))
continue;
allEvents.Add(prototype, stationEvent);
}
return allEvents;
}
private int GetOccurrences(EntityPrototype stationEvent)
{
return GetOccurrences(stationEvent.ID);
}
private int GetOccurrences(string stationEvent)
{
return GameTicker.AllPreviousGameRules.Count(p => p.Item2 == stationEvent);
}
public TimeSpan TimeSinceLastEvent(EntityPrototype stationEvent)
{
foreach (var (time, rule) in GameTicker.AllPreviousGameRules.Reverse())
{
if (rule == stationEvent.ID)
return time;
}
return TimeSpan.Zero;
}
private bool CanRun(EntityPrototype prototype, StationEventComponent stationEvent, int playerCount, TimeSpan currentTime)
{
if (GameTicker.IsGameRuleActive(prototype.ID))
return false;
if (stationEvent.MaxOccurrences.HasValue && GetOccurrences(prototype) >= stationEvent.MaxOccurrences.Value)
{
return false;
}
if (playerCount < stationEvent.MinimumPlayers)
{
return false;
}
if (currentTime != TimeSpan.Zero && currentTime.TotalMinutes < stationEvent.EarliestStart)
{
return false;
}
var lastRun = TimeSinceLastEvent(prototype);
if (lastRun != TimeSpan.Zero && currentTime.TotalMinutes <
stationEvent.ReoccurrenceDelay + lastRun.TotalMinutes)
{
return false;
}
if (_roundEnd.IsRoundEndRequested() && !stationEvent.OccursDuringRoundEnd)
{
return false;
}
return true;
}
}