CatStation/Content.Server/StationEvents/EventManagerSystem.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

348 lines
12 KiB
C#

using System.Collections.ObjectModel;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Content.Server.GameTicking;
using Content.Server.RoundEnd;
using Content.Server.StationEvents.Components;
using Content.Shared.CCVar;
using Content.Shared.EntityTable;
using Content.Shared.EntityTable.EntitySelectors;
using Content.Shared.GameTicking.Components;
using Robust.Server.Player;
using Robust.Shared.Configuration;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
namespace Content.Server.StationEvents;
public sealed partial class EventManagerSystem : EntitySystem
{
[Dependency] private IConfigurationManager _configurationManager = default!;
[Dependency] private IPlayerManager _playerManager = default!;
[Dependency] private IRobustRandom _random = default!;
[Dependency] private EntityTableSystem _entityTable = default!;
[Dependency] private ServerGameTicker _gameTicker = default!;
[Dependency] private RoundEndSystem _roundEnd = default!;
public bool EventsEnabled { get; private set; }
private void SetEnabled(bool value) => EventsEnabled = value;
public Dictionary<EntityPrototype, StationEventComponent>? AllEventCache;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<PrototypesReloadedEventArgs>(OnPrototypesReloaded);
Subs.CVar(_configurationManager, CCVars.EventsEnabled, SetEnabled, true);
}
private void OnPrototypesReloaded(PrototypesReloadedEventArgs args)
{
if (args.WasModified<EntityPrototype>())
AllEventCache = GetAllEvents();
}
/// <summary>
/// Randomly runs an event from provided EntityTableSelector.
/// </summary>
public void RunRandomEvent(EntityTableSelector limitedEventsTable)
{
if (!TryBuildLimitedEvents(limitedEventsTable, out var limitedEvents))
{
Log.Warning("Provided event table could not build dict!");
return;
}
// This picks the event. Arguably we should be doing this with GetSpawns but that would be a massive amount of YAML slop.
// Or you'd need a new table prototype which inherits from EntityTables with its own logic for events.
// It's a ton of effort that only results in Events being able to use GroupSelectors so not worth it unless you're insane.
if (FindEvent(limitedEvents.Value) is not { } randomLimitedEvent)
{
Log.Warning("The selected random event is null!");
return;
}
if (!ProtoMan.Resolve(randomLimitedEvent, out _))
{
Log.Warning("A requested event is not available!");
return;
}
_gameTicker.AddGameRule(randomLimitedEvent);
}
/// <summary>
/// Builds a list of all possible events and their probabilities.
/// </summary>
public IEnumerable<(EntProtoId, double)> ListLimitedEvents(
EntityTableSelector limitedEventsTable,
TimeSpan? currentTime = null,
int? playerCount = null)
{
var selectedEvents = _entityTable.ListSpawns(limitedEventsTable);
return ListLimitedEvents(selectedEvents, currentTime, playerCount);
}
/// <inheritdoc cref="TryBuildLimitedEvents(IEnumerable{EntProtoId},out EventTable?,TimeSpan?,int?)"/>
public bool TryBuildLimitedEvents(
EntityTableSelector limitedEventsTable,
[NotNullWhen(true)] out EventTable? limitedEvents,
TimeSpan? currentTime = null,
int? playerCount = null)
{
var selectedEvents = _entityTable.GetSpawns(limitedEventsTable);
return TryBuildLimitedEvents(selectedEvents, out limitedEvents, currentTime, playerCount);
}
public IEnumerable<(EntProtoId, double)> ListLimitedEvents(
IEnumerable<(EntProtoId, double)> selectedEvents,
TimeSpan? currentTime = null,
int? playerCount = null)
{
var limitedEvents = new List<(EntProtoId, double)>();
playerCount ??= _playerManager.PlayerCount;
// playerCount does a lock so we'll just keep the variable here
currentTime ??= _gameTicker.RoundDuration();
var totalWeight = 0d;
foreach (var (eventId, prob) in selectedEvents)
{
if (!ProtoMan.Resolve(eventId, out var eventproto))
continue;
if (eventproto.Abstract)
continue;
if (!eventproto.TryComp<StationEventComponent>(out var stationEvent, EntityManager.ComponentFactory))
continue;
if (!CanRun(eventproto, stationEvent, playerCount.Value, currentTime.Value))
continue;
limitedEvents.Add((eventproto, prob * stationEvent.Weight));
totalWeight += stationEvent.Weight;
}
if (!limitedEvents.Any() || totalWeight <= 0)
yield break;
for (var i = 0; i < limitedEvents.Count; i++)
{
var eventWeight = limitedEvents[i];
eventWeight.Item2 /= totalWeight;
yield return eventWeight;
}
}
/// <summary>
/// Builds a dictionary of valid event prototypes from a list of <see cref="EntProtoId"/>.
/// Dictionary output consists of the valid prototype as the key, and the <see cref="StationEventComponent"/> as the value.
/// </summary>
/// <param name="selectedEvents">List of events we're selecting from.</param>
/// <param name="limitedEvents">Dictionary we're outputting.</param>
/// <param name="currentTime">Optional override for station time.</param>
/// <param name="playerCount">Optional override for playerCount.</param>
/// <returns>Returns true if the provided EntProtoId list has at least one prototype with a StationEventComp that can successfully run!</returns>
public bool TryBuildLimitedEvents(
IEnumerable<EntProtoId> selectedEvents,
[NotNullWhen(true)] out EventTable? limitedEvents,
TimeSpan? currentTime = null,
int? playerCount = null)
{
var events = new List<(EntityPrototype, float)>();
var weight = 0d;
playerCount ??= _playerManager.PlayerCount;
// playerCount does a lock so we'll just keep the variable here
currentTime ??= _gameTicker.RoundDuration();
foreach (var eventid in selectedEvents)
{
if (!ProtoMan.Resolve(eventid, out var eventproto))
{
Log.Warning("An event ID has no prototype index!");
continue;
}
if (eventproto.Abstract)
continue;
if (!eventproto.TryComp<StationEventComponent>(out var stationEvent, EntityManager.ComponentFactory))
continue;
if (!CanRun(eventproto, stationEvent, playerCount.Value, currentTime.Value))
continue;
events.Add((eventproto, stationEvent.Weight));
weight += stationEvent.Weight;
}
if (!events.Any())
{
limitedEvents = null;
return false;
}
limitedEvents = new EventTable(events.AsReadOnly(), weight);
return true;
}
/// <summary>
/// Randomly picks a valid event.
/// </summary>
public string? PickRandomEvent()
{
var availableEvents = AvailableEvents();
Log.Info($"Picking from {availableEvents.Events.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>
// TODO: Make this private :V
public string? FindEvent(EventTable events)
{
if (events.Weight <= 0)
{
Log.Warning("No events were available to run!");
return null;
}
var target = _random.NextDouble(0, events.Weight);
foreach (var (proto, weight) in events.Events)
{
target -= weight;
if (target <= 0)
{
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 EventTable AvailableEvents(
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 ?? _gameTicker.RoundDuration();
var result = new List<(EntityPrototype, float)>();
var weight = 0d;
foreach (var (proto, stationEvent) in AllEvents())
{
if (CanRun(proto, stationEvent, playerCount, currentTime))
{
weight += stationEvent.Weight;
result.Add((proto, stationEvent.Weight));
}
}
return new EventTable(result.AsReadOnly(), weight);
}
/// <summary>
/// Returns all events prototypes which exist. Prioritizes the cache.
/// </summary>
/// <returns>All event prototypes, and their event component.</returns>
public Dictionary<EntityPrototype, StationEventComponent> AllEvents()
{
return AllEventCache ?? GetAllEvents();
}
/// <summary>
/// Gets all event prototypes that exist. Private because you should be using the cache!
/// </summary>
private Dictionary<EntityPrototype, StationEventComponent> GetAllEvents()
{
var allEvents = new Dictionary<EntityPrototype, StationEventComponent>();
foreach (var prototype in ProtoMan.EnumeratePrototypes<EntityPrototype>())
{
if (prototype.Abstract)
continue;
if (!prototype.TryComp<StationEventComponent>(out var stationEvent, EntityManager.ComponentFactory))
continue;
allEvents.Add(prototype, stationEvent);
}
return allEvents;
}
private bool CanRun(EntityPrototype prototype, StationEventComponent stationEvent, int playerCount, TimeSpan currentTime)
{
// Do the really simple comparisons BEFORE we create an IEnumerable for GameRules :V
if (playerCount < stationEvent.MinimumPlayers)
return false;
if (currentTime < TimeSpan.FromMinutes(stationEvent.EarliestStart))
return false;
if (_gameTicker.IsIgnored(prototype))
return false;
// Slightly slower if we don't care about MaxOccurrences, but that's not a huge issue in the context of the event scheduler.
var count = 0;
var lastRun = TimeSpan.Zero;
var ruleQuery = EntityQueryEnumerator<GameRuleComponent, MetaDataComponent>();
while (ruleQuery.MoveNext(out var uid, out var rule, out var meta))
{
if (meta.EntityPrototype?.ID != prototype.ID)
continue;
count++;
if (!_gameTicker.IsGameRuleAdded((uid, rule)))
{
// Rule hasn't started yet so run as if it starts right now!
lastRun = currentTime;
}
else if (lastRun < rule.ActivatedAt)
lastRun = rule.ActivatedAt;
}
if (stationEvent.MaxOccurrences is { } maxOccurrences && count >= maxOccurrences)
return false;
if (count > 0 && currentTime < TimeSpan.FromMinutes(stationEvent.ReoccurrenceDelay) + lastRun)
return false;
return !_roundEnd.IsRoundEndRequested() || stationEvent.OccursDuringRoundEnd || _roundEnd.CanCallOrRecall();
}
}
/// <summary>
/// A simple struct which stores a table of events with given weights, and the total weight of the events.
/// It's recommended to randomize this table before use.
/// </summary>
/// <param name="events">Array of events this table has, along with their weights.</param>
/// <param name="weight">Total Weight of the events.</param>
public readonly struct EventTable(ReadOnlyCollection<(EntityPrototype, float)> events, double weight)
{
public readonly ReadOnlyCollection<(EntityPrototype, float)> Events = events;
public readonly double Weight = weight;
}