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

View File

@@ -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
}