CatStation/Content.Server/StationEvents/BasicStationEventSchedulerSystem.cs
Princess Cheeseballs f8a29e834b
Fix Infinite Sleeper Agents + Tests (#46065)
* would you rather have infinite traitors but no game or infinite game but no game

* whitespace of doom

* also don't need that anymore!

* I'm fucking stupid actually :P

* fix that bug before someone else has to dive it in 2030

* pish

* merge my fixes!!!
2026-09-22 18:30:24 +00:00

220 lines
9.3 KiB
C#

using System.Linq;
using Content.Server.Administration;
using Content.Server.GameTicking;
using Content.Server.StationEvents.Components;
using Content.Shared.Administration;
using Content.Shared.EntityTable;
using Content.Shared.GameTicking.Components;
using Content.Shared.GameTicking.Rules;
using JetBrains.Annotations;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Toolshed;
namespace Content.Server.StationEvents
{
/// <summary>
/// The basic event scheduler rule, loosely based off of /tg/ events, which most
/// game presets use.
/// </summary>
[UsedImplicitly]
public sealed partial class BasicStationEventSchedulerSystem : GameRuleSystem<BasicStationEventSchedulerComponent>
{
[Dependency] private IRobustRandom _random = default!;
[Dependency] private EventManagerSystem _event = default!;
protected override void Started(Entity<BasicStationEventSchedulerComponent, GameRuleComponent> ent, ref GameRuleStartedEvent args)
{
// A little starting variance so schedulers dont all proc at once.
ent.Comp1.TimeUntilNextEvent = RobustRandom.NextFloat(ent.Comp1.MinimumTimeUntilFirstEvent, ent.Comp1.MinimumTimeUntilFirstEvent + ent.Comp1.MaximumSpanUntilFirstEvent);
}
protected override void Ended(Entity<BasicStationEventSchedulerComponent> rule, ref GameRuleEndedEvent args)
{
rule.Comp.TimeUntilNextEvent = rule.Comp.MinimumTimeUntilFirstEvent;
}
public override void Update(float frameTime)
{
base.Update(frameTime);
if (!_event.EventsEnabled)
return;
var query = EntityQueryEnumerator<BasicStationEventSchedulerComponent, GameRuleComponent>();
while (query.MoveNext(out var uid, out var eventScheduler, out var gameRule))
{
if (!GameTicker.IsGameRuleActive((uid, gameRule)))
continue;
if (eventScheduler.TimeUntilNextEvent > 0)
{
eventScheduler.TimeUntilNextEvent -= frameTime;
continue;
}
_event.RunRandomEvent(eventScheduler.ScheduledGameRules);
ResetTimer(eventScheduler);
}
}
/// <summary>
/// Reset the event timer once the event is done.
/// </summary>
private void ResetTimer(BasicStationEventSchedulerComponent component)
{
component.TimeUntilNextEvent = component.MinMaxEventTiming.Next(_random);
}
}
[ToolshedCommand, AdminCommand(AdminFlags.Debug)]
public sealed class StationEventCommand : ToolshedCommand
{
private EventManagerSystem? _stationEvent;
private EntityTableSystem? _entityTable;
private IComponentFactory? _compFac;
private IRobustRandom? _random;
private IPrototypeManager? _protoMan;
/// <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="ServerGameTicker"/>. 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")]
public IEnumerable<(string, float)> Simulate([CommandArgument] EntProtoId eventSchedulerProto, [CommandArgument] int rounds, [CommandArgument] int playerCount, [CommandArgument] float roundEndMean, [CommandArgument] float roundEndStdDev)
{
_stationEvent ??= GetSys<EventManagerSystem>();
_entityTable ??= GetSys<EntityTableSystem>();
_compFac ??= IoCManager.Resolve<IComponentFactory>();
_random ??= IoCManager.Resolve<IRobustRandom>();
_protoMan ??= IoCManager.Resolve<IPrototypeManager>();
var occurrences = new Dictionary<string, int>();
foreach (var ev in _stationEvent.AllEvents())
{
occurrences.Add(ev.Key.ID, 0);
}
var eventScheduler = _protoMan.Index(eventSchedulerProto);
if (!eventScheduler.TryComp<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.
for (var i = 0; i < rounds; i++)
{
var curTime = TimeSpan.Zero;
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]
if (randomEndTime <= 0)
continue;
while (curTime.TotalSeconds < randomEndTime)
{
// sim an event
curTime += TimeSpan.FromSeconds(compMinMax.Next(_random));
if (!_stationEvent.TryBuildLimitedEvents(basicScheduler.ScheduledGameRules,
out var selectedEvents,
currentTime: curTime,
playerCount: playerCount))
{
continue; // doesnt break because maybe the time is preventing events being available.
}
if (_stationEvent.FindEvent(selectedEvents.Value) is not { } ev)
continue;
occurrences[ev] += 1;
}
}
return occurrences.Select(p => (p.Key, (float)p.Value)).OrderByDescending(p => p.Item2);
}
[CommandImplementation("lsprob")]
public IEnumerable<(string, double)> LsProb([CommandArgument] EntProtoId eventSchedulerProto)
{
_compFac ??= IoCManager.Resolve<IComponentFactory>();
_stationEvent ??= GetSys<EventManagerSystem>();
_protoMan ??= IoCManager.Resolve<IPrototypeManager>();
var eventScheduler = _protoMan.Index(eventSchedulerProto);
if (!eventScheduler.TryComp<BasicStationEventSchedulerComponent>(out var basicScheduler, _compFac))
yield break;
var sortedEvents
= _stationEvent.ListLimitedEvents(basicScheduler.ScheduledGameRules)
.OrderBy(x => -x.Item2);
foreach (var eventProb in sortedEvents)
{
yield return eventProb;
}
}
[CommandImplementation("lsprobtheoretical")]
public IEnumerable<(EntProtoId, double)> LsProbTime([CommandArgument] EntProtoId eventSchedulerProto, [CommandArgument] int playerCount, [CommandArgument] float time)
{
_compFac ??= IoCManager.Resolve<IComponentFactory>();
_stationEvent ??= GetSys<EventManagerSystem>();
_protoMan ??= IoCManager.Resolve<IPrototypeManager>();
var eventScheduler = _protoMan.Index(eventSchedulerProto);
if (!eventScheduler.TryComp<BasicStationEventSchedulerComponent>(out var basicScheduler, _compFac))
yield break;
var timemins = time * 60;
var theoryTime = TimeSpan.Zero + TimeSpan.FromSeconds(timemins);
var sortedEvents
= _stationEvent.ListLimitedEvents(basicScheduler.ScheduledGameRules,
currentTime: theoryTime,
playerCount: playerCount)
.OrderBy(x => -x.Item2);
foreach (var eventProb in sortedEvents)
{
yield return eventProb;
}
}
[CommandImplementation("prob")]
public double Prob([CommandArgument] EntProtoId eventSchedulerProto, [CommandArgument] string eventId)
{
_compFac ??= IoCManager.Resolve<IComponentFactory>();
_stationEvent ??= GetSys<EventManagerSystem>();
_protoMan ??= IoCManager.Resolve<IPrototypeManager>();
var eventScheduler = _protoMan.Index(eventSchedulerProto);
if (!eventScheduler.TryComp<BasicStationEventSchedulerComponent>(out var basicScheduler, _compFac))
return 0f;
foreach (var (proto, prob) in _stationEvent.ListLimitedEvents(basicScheduler.ScheduledGameRules))
{
if (eventSchedulerProto != proto)
continue;
return prob;
}
return 0f;
}
}
}