Expeditions rework (#18960)

This commit is contained in:
metalgearsloth
2023-09-19 22:52:01 +10:00
committed by GitHub
parent 86fa8ae180
commit 036b9ef74f
40 changed files with 774 additions and 1097 deletions

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@@ -1,16 +0,0 @@
using Content.Shared.Salvage;
namespace Content.Server.Salvage.Expeditions.Structure;
/// <summary>
/// Tracks expedition data for <see cref="SalvageMissionType.Elimination"/>
/// </summary>
[RegisterComponent, Access(typeof(SalvageSystem), typeof(SpawnSalvageMissionJob))]
public sealed partial class SalvageEliminationExpeditionComponent : Component
{
/// <summary>
/// List of mobs that need to be killed for the mission to be complete.
/// </summary>
[DataField("megafauna")]
public List<EntityUid> Megafauna = new();
}

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@@ -49,16 +49,4 @@ public sealed partial class SalvageExpeditionComponent : SharedSalvageExpedition
{
Params = AudioParams.Default.WithVolume(-5),
};
/// <summary>
/// The difficulty this mission had or, in the future, was selected.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("difficulty")]
public DifficultyRating Difficulty;
/// <summary>
/// List of items to order on mission completion
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("rewards", customTypeSerializer: typeof(PrototypeIdListSerializer<EntityPrototype>))]
public List<string> Rewards = default!;
}

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@@ -1,16 +0,0 @@
using Content.Shared.Salvage;
namespace Content.Server.Salvage.Expeditions;
/// <summary>
/// Tracks expedition data for <see cref="SalvageMissionType.Mining"/>
/// </summary>
[RegisterComponent, Access(typeof(SalvageSystem))]
public sealed partial class SalvageMiningExpeditionComponent : Component
{
/// <summary>
/// Entities that were present on the shuttle and match the loot tax.
/// </summary>
[DataField("exemptEntities")]
public List<EntityUid> ExemptEntities = new();
}

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@@ -1,13 +0,0 @@
using Content.Shared.Salvage;
namespace Content.Server.Salvage.Expeditions.Structure;
/// <summary>
/// Tracks expedition data for <see cref="SalvageMissionType.Structure"/>
/// </summary>
[RegisterComponent, Access(typeof(SalvageSystem), typeof(SpawnSalvageMissionJob))]
public sealed partial class SalvageStructureExpeditionComponent : Component
{
[DataField("structures")]
public List<EntityUid> Structures = new();
}

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@@ -1,3 +1,4 @@
using Content.Shared.Procedural;
using Content.Shared.Salvage;
using Content.Shared.Salvage.Expeditions;
@@ -18,7 +19,7 @@ public sealed partial class SalvageSystem
SpawnMission(missionparams, station.Value);
data.ActiveMission = args.Index;
var mission = GetMission(missionparams.MissionType, missionparams.Difficulty, missionparams.Seed);
var mission = GetMission(_prototypeManager.Index<SalvageDifficultyPrototype>(missionparams.Difficulty), missionparams.Seed);
data.NextOffer = _timing.CurTime + mission.Duration + TimeSpan.FromSeconds(1);
UpdateConsoles(data);
}

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@@ -8,6 +8,7 @@ using Robust.Shared.CPUJob.JobQueues;
using Robust.Shared.CPUJob.JobQueues.Queues;
using System.Linq;
using System.Threading;
using Content.Shared.Procedural;
using Content.Shared.Salvage.Expeditions;
using Robust.Shared.GameStates;
@@ -26,7 +27,6 @@ public sealed partial class SalvageSystem
private const double SalvageJobTime = 0.002;
private float _cooldown;
private float _failedCooldown;
private void InitializeExpeditions()
{
@@ -43,9 +43,7 @@ public sealed partial class SalvageSystem
SubscribeLocalEvent<SalvageStructureComponent, ExaminedEvent>(OnStructureExamine);
_cooldown = _configurationManager.GetCVar(CCVars.SalvageExpeditionCooldown);
_failedCooldown = _configurationManager.GetCVar(CCVars.SalvageExpeditionFailedCooldown);
_configurationManager.OnValueChanged(CCVars.SalvageExpeditionCooldown, SetCooldownChange);
_configurationManager.OnValueChanged(CCVars.SalvageExpeditionFailedCooldown, SetFailedCooldownChange);
}
private void OnExpeditionGetState(EntityUid uid, SalvageExpeditionComponent component, ref ComponentGetState args)
@@ -59,7 +57,6 @@ public sealed partial class SalvageSystem
private void ShutdownExpeditions()
{
_configurationManager.UnsubValueChanged(CCVars.SalvageExpeditionCooldown, SetCooldownChange);
_configurationManager.UnsubValueChanged(CCVars.SalvageExpeditionFailedCooldown, SetFailedCooldownChange);
}
private void SetCooldownChange(float obj)
@@ -77,20 +74,6 @@ public sealed partial class SalvageSystem
_cooldown = obj;
}
private void SetFailedCooldownChange(float obj)
{
var diff = obj - _failedCooldown;
var query = AllEntityQuery<SalvageExpeditionDataComponent>();
while (query.MoveNext(out var comp))
{
comp.NextOffer += TimeSpan.FromSeconds(diff);
}
_failedCooldown = obj;
}
private void OnExpeditionShutdown(EntityUid uid, SalvageExpeditionComponent component, ComponentShutdown args)
{
component.Stream?.Stop();
@@ -110,7 +93,7 @@ public sealed partial class SalvageSystem
// Finish mission
if (TryComp<SalvageExpeditionDataComponent>(component.Station, out var data))
{
FinishExpedition(data, uid, component, null);
FinishExpedition(data, uid);
}
}
@@ -152,109 +135,29 @@ public sealed partial class SalvageSystem
}
}
private void FinishExpedition(SalvageExpeditionDataComponent component, EntityUid uid, SalvageExpeditionComponent expedition, EntityUid? shuttle)
private void FinishExpedition(SalvageExpeditionDataComponent component, EntityUid uid)
{
// Finish mission cleanup.
switch (expedition.MissionParams.MissionType)
{
// Handles the mining taxation.
case SalvageMissionType.Mining:
expedition.Completed = true;
if (shuttle != null && TryComp<SalvageMiningExpeditionComponent>(uid, out var mining))
{
var xformQuery = GetEntityQuery<TransformComponent>();
var entities = new List<EntityUid>();
MiningTax(entities, shuttle.Value, mining, xformQuery);
var tax = GetMiningTax(expedition.MissionParams.Difficulty);
_random.Shuffle(entities);
// TODO: urgh this pr is already taking so long I'll do this later
for (var i = 0; i < Math.Ceiling(entities.Count * tax); i++)
{
// QueueDel(entities[i]);
}
}
break;
}
// Handle payout after expedition has finished
if (expedition.Completed)
{
Log.Debug($"Completed mission {expedition.MissionParams.MissionType} with seed {expedition.MissionParams.Seed}");
component.NextOffer = _timing.CurTime + TimeSpan.FromSeconds(_cooldown);
Announce(uid, Loc.GetString("salvage-expedition-mission-completed"));
GiveRewards(expedition);
}
else
{
Log.Debug($"Failed mission {expedition.MissionParams.MissionType} with seed {expedition.MissionParams.Seed}");
component.NextOffer = _timing.CurTime + TimeSpan.FromSeconds(_failedCooldown);
Announce(uid, Loc.GetString("salvage-expedition-mission-failed"));
}
component.NextOffer = _timing.CurTime + TimeSpan.FromSeconds(_cooldown);
Announce(uid, Loc.GetString("salvage-expedition-mission-completed"));
component.ActiveMission = 0;
component.Cooldown = true;
UpdateConsoles(component);
}
/// <summary>
/// Deducts ore tax for mining.
/// </summary>
private void MiningTax(List<EntityUid> entities, EntityUid entity, SalvageMiningExpeditionComponent mining, EntityQuery<TransformComponent> xformQuery)
{
if (!mining.ExemptEntities.Contains(entity))
{
entities.Add(entity);
}
var xform = xformQuery.GetComponent(entity);
var children = xform.ChildEnumerator;
while (children.MoveNext(out var child))
{
MiningTax(entities, child.Value, mining, xformQuery);
}
}
private void GenerateMissions(SalvageExpeditionDataComponent component)
{
component.Missions.Clear();
var configs = Enum.GetValues<SalvageMissionType>().ToList();
// Temporarily removed coz it SUCKS
configs.Remove(SalvageMissionType.Mining);
// this doesn't support having more missions than types of ratings
// but the previous system didn't do that either.
var allDifficulties = Enum.GetValues<DifficultyRating>();
_random.Shuffle(allDifficulties);
var difficulties = allDifficulties.Take(MissionLimit).ToList();
difficulties.Sort();
if (configs.Count == 0)
return;
for (var i = 0; i < MissionLimit; i++)
{
_random.Shuffle(configs);
var rating = difficulties[i];
foreach (var config in configs)
var mission = new SalvageMissionParams
{
var mission = new SalvageMissionParams
{
Index = component.NextIndex,
MissionType = config,
Seed = _random.Next(),
Difficulty = rating,
};
Index = component.NextIndex,
Seed = _random.Next(),
Difficulty = "Moderate",
};
component.Missions[component.NextIndex++] = mission;
break;
}
component.Missions[component.NextIndex++] = mission;
}
}
@@ -271,13 +174,13 @@ public sealed partial class SalvageSystem
SalvageJobTime,
EntityManager,
_timing,
_logManager,
_mapManager,
_prototypeManager,
_anchorable,
_biome,
_dungeon,
_metaData,
this,
station,
missionParams,
cancelToken.Token);
@@ -290,19 +193,4 @@ public sealed partial class SalvageSystem
{
args.PushMarkup(Loc.GetString("salvage-expedition-structure-examine"));
}
private void GiveRewards(SalvageExpeditionComponent comp)
{
// send it to cargo, no rewards otherwise.
if (!TryComp<StationCargoOrderDatabaseComponent>(comp.Station, out var cargoDb))
return;
foreach (var reward in comp.Rewards)
{
var sender = Loc.GetString("cargo-gift-default-sender");
var desc = Loc.GetString("salvage-expedition-reward-description");
var dest = Loc.GetString("cargo-gift-default-dest");
_cargo.AddAndApproveOrder(comp.Station, reward, 0, 1, sender, desc, dest, cargoDb);
}
}
}

View File

@@ -43,7 +43,7 @@ public sealed partial class SalvageSystem
// TODO: This is terrible but need bluespace harnesses or something.
var query = EntityQueryEnumerator<HumanoidAppearanceComponent, MobStateComponent, TransformComponent>();
while (query.MoveNext(out var uid, out var _, out var mobState, out var mobXform))
while (query.MoveNext(out var uid, out _, out var mobState, out var mobXform))
{
if (mobXform.MapUid != xform.MapUid)
continue;
@@ -109,22 +109,11 @@ public sealed partial class SalvageSystem
Announce(args.MapUid, Loc.GetString("salvage-expedition-announcement-dungeon", ("direction", component.DungeonLocation.GetDir())));
component.Stage = ExpeditionStage.Running;
Dirty(component);
Dirty(args.MapUid, component);
}
private void OnFTLStarted(ref FTLStartedEvent ev)
{
// Started a mining mission so work out exempt entities
if (TryComp<SalvageMiningExpeditionComponent>(
_mapManager.GetMapEntityId(ev.TargetCoordinates.ToMap(EntityManager, _transform).MapId),
out var mining))
{
var ents = new List<EntityUid>();
var xformQuery = GetEntityQuery<TransformComponent>();
MiningTax(ents, ev.Entity, mining, xformQuery);
mining.ExemptEntities = ents;
}
if (!TryComp<SalvageExpeditionComponent>(ev.FromMapUid, out var expedition) ||
!TryComp<SalvageExpeditionDataComponent>(expedition.Station, out var station))
{
@@ -169,7 +158,7 @@ public sealed partial class SalvageSystem
Dirty(uid, comp);
Announce(uid, Loc.GetString("salvage-expedition-announcement-countdown-minutes", ("duration", TimeSpan.FromMinutes(2).Minutes)));
}
else if (comp.Stage < ExpeditionStage.Countdown && remaining < TimeSpan.FromMinutes(5))
else if (comp.Stage < ExpeditionStage.Countdown && remaining < TimeSpan.FromMinutes(4))
{
comp.Stage = ExpeditionStage.Countdown;
Dirty(uid, comp);
@@ -210,72 +199,5 @@ public sealed partial class SalvageSystem
QueueDel(uid);
}
}
// Mining missions: NOOP since it's handled after ftling
// Structure missions
var structureQuery = EntityQueryEnumerator<SalvageStructureExpeditionComponent, SalvageExpeditionComponent>();
while (structureQuery.MoveNext(out var uid, out var structure, out var comp))
{
if (comp.Completed)
continue;
var structureAnnounce = false;
for (var i = 0; i < structure.Structures.Count; i++)
{
var objective = structure.Structures[i];
if (Deleted(objective))
{
structure.Structures.RemoveSwap(i);
structureAnnounce = true;
}
}
if (structureAnnounce)
{
Announce(uid, Loc.GetString("salvage-expedition-structure-remaining", ("count", structure.Structures.Count)));
}
if (structure.Structures.Count == 0)
{
comp.Completed = true;
Announce(uid, Loc.GetString("salvage-expedition-completed"));
}
}
// Elimination missions
var eliminationQuery = EntityQueryEnumerator<SalvageEliminationExpeditionComponent, SalvageExpeditionComponent>();
while (eliminationQuery.MoveNext(out var uid, out var elimination, out var comp))
{
if (comp.Completed)
continue;
var announce = false;
for (var i = 0; i < elimination.Megafauna.Count; i++)
{
var mob = elimination.Megafauna[i];
if (Deleted(mob) || _mobState.IsDead(mob))
{
elimination.Megafauna.RemoveSwap(i);
announce = true;
}
}
if (announce)
{
Announce(uid, Loc.GetString("salvage-expedition-megafauna-remaining", ("count", elimination.Megafauna.Count)));
}
if (elimination.Megafauna.Count == 0)
{
comp.Completed = true;
Announce(uid, Loc.GetString("salvage-expedition-completed"));
}
}
}
}

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@@ -37,12 +37,12 @@ namespace Content.Server.Salvage
[Dependency] private readonly IChatManager _chat = default!;
[Dependency] private readonly IConfigurationManager _configurationManager = default!;
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly ILogManager _logManager = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly AnchorableSystem _anchorable = default!;
[Dependency] private readonly BiomeSystem _biome = default!;
[Dependency] private readonly CargoSystem _cargo = default!;
[Dependency] private readonly DungeonSystem _dungeon = default!;
[Dependency] private readonly MapLoaderSystem _map = default!;
[Dependency] private readonly SharedPopupSystem _popupSystem = default!;

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@@ -1,3 +1,4 @@
using System.Collections;
using System.Linq;
using System.Numerics;
using System.Threading;
@@ -19,6 +20,7 @@ using Content.Shared.Parallax.Biomes;
using Content.Shared.Physics;
using Content.Shared.Procedural;
using Content.Shared.Procedural.Loot;
using Content.Shared.Random;
using Content.Shared.Salvage;
using Content.Shared.Salvage.Expeditions;
using Content.Shared.Salvage.Expeditions.Modifiers;
@@ -29,6 +31,7 @@ using Robust.Shared.Map.Components;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
namespace Content.Server.Salvage;
@@ -42,22 +45,23 @@ public sealed class SpawnSalvageMissionJob : Job<bool>
private readonly BiomeSystem _biome;
private readonly DungeonSystem _dungeon;
private readonly MetaDataSystem _metaData;
private readonly SalvageSystem _salvage;
public readonly EntityUid Station;
private readonly SalvageMissionParams _missionParams;
private readonly ISawmill _sawmill;
public SpawnSalvageMissionJob(
double maxTime,
IEntityManager entManager,
IGameTiming timing,
ILogManager logManager,
IMapManager mapManager,
IPrototypeManager protoManager,
AnchorableSystem anchorable,
BiomeSystem biome,
DungeonSystem dungeon,
MetaDataSystem metaData,
SalvageSystem salvage,
EntityUid station,
SalvageMissionParams missionParams,
CancellationToken cancellation = default) : base(maxTime, cancellation)
@@ -70,15 +74,17 @@ public sealed class SpawnSalvageMissionJob : Job<bool>
_biome = biome;
_dungeon = dungeon;
_metaData = metaData;
_salvage = salvage;
Station = station;
_missionParams = missionParams;
_sawmill = logManager.GetSawmill("salvage_job");
#if !DEBUG
_sawmill.Level = LogLevel.Info;
#endif
}
protected override async Task<bool> Process()
{
Logger.DebugS("salvage", $"Spawning salvage mission with seed {_missionParams.Seed}");
var config = _missionParams.MissionType;
_sawmill.Debug("salvage", $"Spawning salvage mission with seed {_missionParams.Seed}");
var mapId = _mapManager.CreateMap();
var mapUid = _mapManager.GetMapEntityId(mapId);
_mapManager.AddUninitializedMap(mapId);
@@ -88,16 +94,17 @@ public sealed class SpawnSalvageMissionJob : Job<bool>
// Setup mission configs
// As we go through the config the rating will deplete so we'll go for most important to least important.
var difficultyId = "Moderate";
var difficultyProto = _prototypeManager.Index<SalvageDifficultyPrototype>(difficultyId);
var mission = _entManager.System<SharedSalvageSystem>()
.GetMission(_missionParams.MissionType, _missionParams.Difficulty, _missionParams.Seed);
.GetMission(difficultyProto, _missionParams.Seed);
var missionBiome = _prototypeManager.Index<SalvageBiomeMod>(mission.Biome);
BiomeComponent? biome = null;
var missionBiome = _prototypeManager.Index<SalvageBiomeModPrototype>(mission.Biome);
if (missionBiome.BiomePrototype != null)
{
biome = _entManager.AddComponent<BiomeComponent>(mapUid);
var biome = _entManager.AddComponent<BiomeComponent>(mapUid);
var biomeSystem = _entManager.System<BiomeSystem>();
biomeSystem.SetTemplate(biome, _prototypeManager.Index<BiomeTemplatePrototype>(missionBiome.BiomePrototype));
biomeSystem.SetSeed(biome, mission.Seed);
@@ -125,7 +132,7 @@ public sealed class SpawnSalvageMissionJob : Job<bool>
{
var lighting = _entManager.EnsureComponent<MapLightComponent>(mapUid);
lighting.AmbientLightColor = mission.Color.Value;
_entManager.Dirty(lighting);
_entManager.Dirty(mapUid, lighting);
}
}
@@ -137,8 +144,6 @@ public sealed class SpawnSalvageMissionJob : Job<bool>
expedition.Station = Station;
expedition.EndTime = _timing.CurTime + mission.Duration;
expedition.MissionParams = _missionParams;
expedition.Difficulty = _missionParams.Difficulty;
expedition.Rewards = mission.Rewards;
// Don't want consoles to have the incorrect name until refreshed.
var ftlUid = _entManager.CreateEntityUninitialized("FTLPoint", new EntityCoordinates(mapUid, grid.TileSizeHalfVector));
@@ -151,29 +156,23 @@ public sealed class SpawnSalvageMissionJob : Job<bool>
// We'll use the dungeon rotation as the spawn angle
var dungeonRotation = _dungeon.GetDungeonRotation(_missionParams.Seed);
Dungeon dungeon = default!;
var maxDungeonOffset = minDungeonOffset + 12;
var dungeonOffsetDistance = minDungeonOffset + (maxDungeonOffset - minDungeonOffset) * random.NextFloat();
var dungeonOffset = new Vector2(0f, dungeonOffsetDistance);
dungeonOffset = dungeonRotation.RotateVec(dungeonOffset);
var dungeonMod = _prototypeManager.Index<SalvageDungeonModPrototype>(mission.Dungeon);
var dungeonConfig = _prototypeManager.Index<DungeonConfigPrototype>(dungeonMod.Proto);
var dungeon = await WaitAsyncTask(_dungeon.GenerateDungeonAsync(dungeonConfig, mapUid, grid, (Vector2i) dungeonOffset,
_missionParams.Seed));
if (config != SalvageMissionType.Mining)
// Aborty
if (dungeon.Rooms.Count == 0)
{
var maxDungeonOffset = minDungeonOffset + 12;
var dungeonOffsetDistance = minDungeonOffset + (maxDungeonOffset - minDungeonOffset) * random.NextFloat();
var dungeonOffset = new Vector2(0f, dungeonOffsetDistance);
dungeonOffset = dungeonRotation.RotateVec(dungeonOffset);
var dungeonMod = _prototypeManager.Index<SalvageDungeonMod>(mission.Dungeon);
var dungeonConfig = _prototypeManager.Index<DungeonConfigPrototype>(dungeonMod.Proto);
dungeon =
await WaitAsyncTask(_dungeon.GenerateDungeonAsync(dungeonConfig, mapUid, grid, (Vector2i) dungeonOffset,
_missionParams.Seed));
// Aborty
if (dungeon.Rooms.Count == 0)
{
return false;
}
expedition.DungeonLocation = dungeonOffset;
return false;
}
expedition.DungeonLocation = dungeonOffset;
List<Vector2i> reservedTiles = new();
foreach (var tile in grid.GetTilesIntersecting(new Circle(Vector2.Zero, landingPadRadius), false))
@@ -184,24 +183,14 @@ public sealed class SpawnSalvageMissionJob : Job<bool>
reservedTiles.Add(tile.GridIndices);
}
// Mission setup
switch (config)
{
case SalvageMissionType.Mining:
await SetupMining(mission, mapUid);
break;
case SalvageMissionType.Destruction:
await SetupStructure(mission, dungeon, mapUid, grid, random);
break;
case SalvageMissionType.Elimination:
await SetupElimination(mission, dungeon, mapUid, grid, random);
break;
default:
throw new NotImplementedException();
}
var budgetEntries = new List<IBudgetEntry>();
/*
* GUARANTEED LOOT
*/
// Handle loot
// We'll always add this loot if possible
// mainly used for ore layers.
foreach (var lootProto in _prototypeManager.EnumeratePrototypes<SalvageLootPrototype>())
{
if (!lootProto.Guaranteed)
@@ -210,10 +199,104 @@ public sealed class SpawnSalvageMissionJob : Job<bool>
await SpawnDungeonLoot(dungeon, missionBiome, lootProto, mapUid, grid, random, reservedTiles);
}
// Handle boss loot (when relevant).
// Handle mob loot.
// Handle remaining loot
/*
* MOB SPAWNS
*/
var mobBudget = difficultyProto.MobBudget;
var faction = _prototypeManager.Index<SalvageFactionPrototype>(mission.Faction);
var randomSystem = _entManager.System<RandomSystem>();
foreach (var entry in faction.MobGroups)
{
budgetEntries.Add(entry);
}
var probSum = budgetEntries.Sum(x => x.Prob);
while (mobBudget > 0f)
{
var entry = randomSystem.GetBudgetEntry(ref mobBudget, ref probSum, budgetEntries, random);
if (entry == null)
break;
await SpawnRandomEntry(grid, entry, dungeon, random);
}
var allLoot = _prototypeManager.Index<SalvageLootPrototype>(SharedSalvageSystem.ExpeditionsLootProto);
var lootBudget = difficultyProto.LootBudget;
foreach (var rule in allLoot.LootRules)
{
switch (rule)
{
case RandomSpawnsLoot randomLoot:
budgetEntries.Clear();
foreach (var entry in randomLoot.Entries)
{
budgetEntries.Add(entry);
}
probSum = budgetEntries.Sum(x => x.Prob);
while (lootBudget > 0f)
{
var entry = randomSystem.GetBudgetEntry(ref lootBudget, ref probSum, budgetEntries, random);
if (entry == null)
break;
_sawmill.Debug($"Spawning dungeon loot {entry.Proto}");
await SpawnRandomEntry(grid, entry, dungeon, random);
}
break;
default:
throw new NotImplementedException();
}
}
return true;
}
private async Task SpawnDungeonLoot(Dungeon? dungeon, SalvageBiomeMod biomeMod, SalvageLootPrototype loot, EntityUid gridUid, MapGridComponent grid, Random random, List<Vector2i> reservedTiles)
private async Task SpawnRandomEntry(MapGridComponent grid, IBudgetEntry entry, Dungeon dungeon, Random random)
{
await SuspendIfOutOfTime();
var availableRooms = new ValueList<DungeonRoom>(dungeon.Rooms);
var availableTiles = new List<Vector2i>();
while (availableRooms.Count > 0)
{
availableTiles.Clear();
var roomIndex = random.Next(availableRooms.Count);
var room = availableRooms.RemoveSwap(roomIndex);
availableTiles.AddRange(room.Tiles);
while (availableTiles.Count > 0)
{
var tile = availableTiles.RemoveSwap(random.Next(availableTiles.Count));
if (!_anchorable.TileFree(grid, tile, (int) CollisionGroup.MachineLayer,
(int) CollisionGroup.MachineLayer))
{
continue;
}
_entManager.SpawnAtPosition(entry.Proto, grid.GridTileToLocal(tile));
return;
}
}
// oh noooooooooooo
}
private async Task SpawnDungeonLoot(Dungeon dungeon, SalvageBiomeModPrototype biomeMod, SalvageLootPrototype loot, EntityUid gridUid, MapGridComponent grid, Random random, List<Vector2i> reservedTiles)
{
for (var i = 0; i < loot.LootRules.Count; i++)
{
@@ -241,150 +324,4 @@ public sealed class SpawnSalvageMissionJob : Job<bool>
}
}
}
#region Mission Specific
private async Task SetupMining(
SalvageMission mission,
EntityUid gridUid)
{
var faction = _prototypeManager.Index<SalvageFactionPrototype>(mission.Faction);
if (_entManager.TryGetComponent<BiomeComponent>(gridUid, out var biome))
{
// TODO: Better
for (var i = 0; i < _salvage.GetDifficulty(mission.Difficulty); i++)
{
_biome.AddMarkerLayer(biome, faction.Configs["Mining"]);
}
}
}
private async Task SetupStructure(
SalvageMission mission,
Dungeon dungeon,
EntityUid gridUid,
MapGridComponent grid,
Random random)
{
var structureComp = _entManager.EnsureComponent<SalvageStructureExpeditionComponent>(gridUid);
var availableRooms = dungeon.Rooms.ToList();
var faction = _prototypeManager.Index<SalvageFactionPrototype>(mission.Faction);
await SpawnMobsRandomRooms(mission, dungeon, faction, grid, random);
var structureCount = _salvage.GetStructureCount(mission.Difficulty);
var shaggy = faction.Configs["DefenseStructure"];
var validSpawns = new List<Vector2i>();
// Spawn the objectives
for (var i = 0; i < structureCount; i++)
{
var structureRoom = availableRooms[random.Next(availableRooms.Count)];
validSpawns.Clear();
validSpawns.AddRange(structureRoom.Tiles);
random.Shuffle(validSpawns);
while (validSpawns.Count > 0)
{
var spawnTile = validSpawns[^1];
validSpawns.RemoveAt(validSpawns.Count - 1);
if (!_anchorable.TileFree(grid, spawnTile, (int) CollisionGroup.MachineLayer,
(int) CollisionGroup.MachineLayer))
{
continue;
}
var spawnPosition = grid.GridTileToLocal(spawnTile);
var uid = _entManager.SpawnEntity(shaggy, spawnPosition);
_entManager.AddComponent<SalvageStructureComponent>(uid);
structureComp.Structures.Add(uid);
break;
}
}
}
private async Task SetupElimination(
SalvageMission mission,
Dungeon dungeon,
EntityUid gridUid,
MapGridComponent grid,
Random random)
{
// spawn megafauna in a random place
var roomIndex = random.Next(dungeon.Rooms.Count);
var room = dungeon.Rooms[roomIndex];
var tile = room.Tiles.ElementAt(random.Next(room.Tiles.Count));
var position = grid.GridTileToLocal(tile);
var faction = _prototypeManager.Index<SalvageFactionPrototype>(mission.Faction);
var prototype = faction.Configs["Megafauna"];
var uid = _entManager.SpawnEntity(prototype, position);
// not removing ghost role since its 1 megafauna, expect that you won't be able to cheese it.
var eliminationComp = _entManager.EnsureComponent<SalvageEliminationExpeditionComponent>(gridUid);
eliminationComp.Megafauna.Add(uid);
// spawn less mobs than usual since there's megafauna to deal with too
await SpawnMobsRandomRooms(mission, dungeon, faction, grid, random, 0.5f);
}
private async Task SpawnMobsRandomRooms(SalvageMission mission, Dungeon dungeon, SalvageFactionPrototype faction, MapGridComponent grid, Random random, float scale = 1f)
{
// scale affects how many groups are spawned, not the size of the groups themselves
var groupSpawns = _salvage.GetSpawnCount(mission.Difficulty) * scale;
var groupSum = faction.MobGroups.Sum(o => o.Prob);
var validSpawns = new List<Vector2i>();
for (var i = 0; i < groupSpawns; i++)
{
var roll = random.NextFloat() * groupSum;
var value = 0f;
foreach (var group in faction.MobGroups)
{
value += group.Prob;
if (value < roll)
continue;
var mobGroupIndex = random.Next(faction.MobGroups.Count);
var mobGroup = faction.MobGroups[mobGroupIndex];
var spawnRoomIndex = random.Next(dungeon.Rooms.Count);
var spawnRoom = dungeon.Rooms[spawnRoomIndex];
validSpawns.Clear();
validSpawns.AddRange(spawnRoom.Tiles);
random.Shuffle(validSpawns);
foreach (var entry in EntitySpawnCollection.GetSpawns(mobGroup.Entries, random))
{
while (validSpawns.Count > 0)
{
var spawnTile = validSpawns[^1];
validSpawns.RemoveAt(validSpawns.Count - 1);
if (!_anchorable.TileFree(grid, spawnTile, (int) CollisionGroup.MachineLayer,
(int) CollisionGroup.MachineLayer))
{
continue;
}
var spawnPosition = grid.GridTileToLocal(spawnTile);
var uid = _entManager.CreateEntityUninitialized(entry, spawnPosition);
_entManager.RemoveComponent<GhostTakeoverAvailableComponent>(uid);
_entManager.RemoveComponent<GhostRoleComponent>(uid);
_entManager.InitializeAndStartEntity(uid);
break;
}
}
await SuspendIfOutOfTime();
break;
}
}
}
#endregion
}