CatStation/Content.Server/Spawners/EntitySystems/ConditionalSpawnerSystem.cs
Princess Cheeseballs 2c6ffecf62
Move GameTicker to Shared (#45834)
* Scope creep my ass

* why was this shit not pushed????

* gone...

* fix that

* review plus buildd

* asfsafsafsafsafas

* grug

* burber

* I'll fix this later

* shrimply die

* also this

* it's snerf or snuthin

* assaads

* round snend

* aaaa

* fix this shit for real

* actually, don't start GameRules until MapInit now that I think aboot it.

* forgot u

* don't actually need this part nullable

* Deffer comp removal

* one liner

* do that too

* chungus

* Honestly makes more sense here, plus WHY are we doing all that shit on "GameRuleAdded" rather than GameRuleStarted(?)

* deferred removal :V

* aaaaaaaaaaaaaaa

* whhop

* Whoop

* better

* landmine that I placed for myself then forgot about lmao

* cleanup

* FUCKING `!`

* gotovo

* amogus

* please don't check by metadata I beg

* waawsasfdfsasfa

* sfafsasfafsas

* fdsaasffsasfa

* code

* fix

* fasasffasfasfsad

* chungaas

* I may be stupid

* gra

* graaaaaaaaaaaaaaaaa

* comment

* gra

* clearing is not predicted and would require major refactors, so don't cache on client.

* lame shit :P

* last holes

* nukeopsfsafsasafsfafsa

* why  was that shit public bruh

* bubrbgwahrghfaka

* dynamic

* revert change that did nothing lmao
2026-09-16 19:34:19 +00:00

233 lines
7.7 KiB
C#

using Content.Server.GameTicking;
using Content.Server.Spawners.Components;
using Content.Server.Stack;
using Content.Shared.EntityTable;
using Content.Shared.GameTicking.Components;
using Content.Shared.Stacks;
using Robust.Server.GameObjects;
using Robust.Shared.Collections;
using Robust.Shared.Map;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
namespace Content.Server.Spawners.EntitySystems;
// TODO: This whole system is a mess. A lot of this should be marked obsolete.
// TODO: It should probably use interfaces with entity tables *if* more than one component is needed.
// TODO: Remove the TransformSystem Dependency when engine SpawnAtPosition EntityCoordinates override is fixed.
/// <summary>
/// A system for spawning random or conditional entities, either on initializing spawner entities, or on adding GameRules.
/// </summary>
/// <seealso cref="ConditionalSpawnerComponent"/>
/// <seealso cref="RandomSpawnerComponent"/>
/// <seealso cref="EntityTableSpawnerComponent"/>
public sealed partial class ConditionalSpawnerSystem : EntitySystem
{
[Dependency] private IRobustRandom _robustRandom = default!;
[Dependency] private ServerGameTicker _ticker = default!;
[Dependency] private EntityTableSystem _entityTable = default!;
[Dependency] private StackSystem _stack = default!;
[Dependency] private TransformSystem _xform = default!;
[SubscribeLocalEvent]
private void OnCondSpawnMapInit(Entity<ConditionalSpawnerComponent> ent, ref MapInitEvent args)
{
TrySpawn(ent, ent);
}
[SubscribeLocalEvent]
private void OnRandSpawnMapInit(Entity<RandomSpawnerComponent> ent, ref MapInitEvent args)
{
Spawn(ent, ent);
if (ent.Comp.DeleteSpawnerAfterSpawn)
QueueDel(ent);
}
[SubscribeLocalEvent]
private void OnEntityTableSpawnMapInit(Entity<EntityTableSpawnerComponent> ent, ref MapInitEvent args)
{
Spawn(ent);
if (ent.Comp.DeleteSpawnerAfterSpawn && !TerminatingOrDeleted(ent) && Exists(ent))
QueueDel(ent);
}
[SubscribeLocalEvent]
private void OnRuleStarted(ref GameRuleStartedEvent args)
{
var query = EntityQueryEnumerator<ConditionalSpawnerComponent>();
while (query.MoveNext(out var uid, out var spawner))
{
RuleStarted(uid, spawner, args);
}
}
public void RuleStarted(EntityUid uid, ConditionalSpawnerComponent component, GameRuleStartedEvent args)
{
if (args.RuleId is not { } id)
return;
if (component.GameRules.Contains(id))
Spawn(uid, component);
}
private void TrySpawn(EntityUid uid, ConditionalSpawnerComponent component)
{
if (component.GameRules.Count == 0)
{
Spawn(uid, component);
return;
}
foreach (var rule in component.GameRules)
{
if (!_ticker.IsGameRuleActive(rule))
continue;
Spawn(uid, component);
return;
}
}
private void Spawn(EntityUid uid, ConditionalSpawnerComponent component)
{
if (component.Chance != 1.0f && !_robustRandom.Prob(component.Chance))
return;
if (component.Prototypes.Count == 0)
{
Log.Warning($"Prototype list in ConditionalSpawnComponent is empty! Entity: {ToPrettyString(uid)}");
return;
}
if (Deleted(uid))
return;
var xform = Transform(uid);
var coords = _xform.GetMapCoordinates(uid, xform);
var rotation = _xform.GetWorldRotation(xform);
var toSpawn = _robustRandom.Pick(component.Prototypes);
Spawn(toSpawn, coords, rotation: rotation);
}
private void Spawn(EntityUid uid, RandomSpawnerComponent component)
{
if (Deleted(uid))
return;
if (GetPrototype((uid, component)) is not { } proto)
return;
var xform = Transform(uid);
var coords = _xform.GetMapCoordinates(uid, xform);
var coordinates = GetRandomOffset(coords, component.Offset);
var rotation = _xform.GetWorldRotation(xform);
Spawn(proto, coordinates, rotation: rotation);
}
private void Spawn(Entity<EntityTableSpawnerComponent> ent)
{
if (TerminatingOrDeleted(ent) || !Exists(ent))
return;
var xform = Transform(ent);
var coords = _xform.GetMapCoordinates(ent, xform);
var rotation = _xform.GetWorldRotation(xform);
EntityTableSpawnerComponent comp = ent;
var spawns = _entityTable.GetSpawns(comp.Table);
if (comp.AutoStack)
{
SpawnStackedWhenPossible(spawns, ent, coords, comp.Offset, rotation);
}
else
{
SpawnAtRandomOffset(spawns, coords, comp.Offset, rotation);
}
}
private void SpawnStackedWhenPossible(IEnumerable<EntProtoId> spawns,
Entity<EntityTableSpawnerComponent> ent,
MapCoordinates coords,
float offset,
Angle rotation)
{
Dictionary<ProtoId<StackPrototype>, (EntProtoId Proto, int Count)> prototypeStacks = new();
ValueList<EntProtoId> nonStackable = [];
foreach (var protoId in spawns)
{
var prototype = ProtoMan.Index(protoId);
if (!prototype.TryComp<StackComponent>(out var stack, Factory))
{
nonStackable.Add(protoId);
continue;
}
prototypeStacks[stack.StackTypeId] = prototypeStacks.TryGetValue(stack.StackTypeId, out var found)
? (protoId, found.Count + 1)
: (protoId, 1);
}
SpawnAtRandomOffset(nonStackable, coords, offset, rotation);
foreach (var (protoId, count) in prototypeStacks.Values)
{
var trueCoords = GetRandomOffset(coords, offset);
var entCoordinates = _xform.ToCoordinates((ent, null), trueCoords);
_stack.SpawnMultipleAtPosition(protoId, count, entCoordinates);
}
}
private void SpawnAtRandomOffset(IEnumerable<EntProtoId> spawns, MapCoordinates coords, float offset, Angle rotation)
{
foreach (var proto in spawns)
{
SpawnAtRandomOffset(proto, coords, offset, rotation);
}
}
private EntityUid SpawnAtRandomOffset(EntProtoId proto, MapCoordinates coords, float offset, Angle rotation)
{
var trueCoords = GetRandomOffset(coords, offset);
return Spawn(proto, trueCoords, rotation: rotation);
}
private EntProtoId? GetPrototype(Entity<RandomSpawnerComponent> spawner)
{
if (GetPrototypes(spawner) is not { } list)
return null;
return _robustRandom.Pick(list);
}
private List<EntProtoId>? GetPrototypes(Entity<RandomSpawnerComponent> spawner)
{
// ReSharper disable once CompareOfFloatsByEqualityOperator
if (spawner.Comp.RarePrototypes.Count > 0 &&
(spawner.Comp.RareChance == 1.0f || _robustRandom.Prob(spawner.Comp.RareChance)))
{
return spawner.Comp.RarePrototypes;
}
if (spawner.Comp.Prototypes.Count == 0)
{
Log.Warning($"Prototype list in RandomSpawnerComponent is empty! Entity: {ToPrettyString(spawner)}");
return null;
}
// ReSharper disable once CompareOfFloatsByEqualityOperator
if (spawner.Comp.Chance == 1.0f || _robustRandom.Prob(spawner.Comp.Chance))
{
return spawner.Comp.Prototypes;
}
return null;
}
private MapCoordinates GetRandomOffset(MapCoordinates coords, float offset)
{
var vOffset = _robustRandom.NextVector2Box(offset, offset);
return coords.Offset(vOffset);
}
}