Переработка рандомных артефактов

This commit is contained in:
BIGZi0348
2024-12-31 17:27:15 +03:00
parent 2945473db0
commit 0cb6411c7a
6 changed files with 129 additions and 9 deletions

View File

@@ -30,7 +30,7 @@ public sealed partial class ArtifactSystem
_usedNodeIds.Clear();
var uninitializedNodes = new List<ArtifactNode> { new(){ Id = GetValidNodeId() } };
var uninitializedNodes = new List<ArtifactNode> { new() { Id = GetValidNodeId() } };
var createdNodes = 1;
while (uninitializedNodes.Count > 0)
@@ -50,7 +50,7 @@ public sealed partial class ArtifactSystem
break;
}
var child = new ArtifactNode {Id = GetValidNodeId(), Depth = node.Depth + 1};
var child = new ArtifactNode { Id = GetValidNodeId(), Depth = node.Depth + 1 };
node.Edges.Add(child.Id);
child.Edges.Add(node.Id);
@@ -240,4 +240,67 @@ public sealed partial class ArtifactSystem
{
return nodes.First(x => x.Id == id);
}
/// <summary>
/// WD.
/// Generate an Artifact tree with fully developed nodes.
/// </summary>
private void GenerateSafeArtifactNodeTree(EntityUid artifact, List<ArtifactNode> allNodes, int nodesToCreate)
{
if (nodesToCreate < 1)
{
Log.Error($"nodesToCreate {nodesToCreate} is less than 1. Aborting artifact tree generation.");
return;
}
_usedNodeIds.Clear();
var uninitializedNodes = new List<ArtifactNode> { new() { Id = GetValidNodeId() } };
var createdNodes = 1;
while (uninitializedNodes.Count > 0)
{
var node = uninitializedNodes[0];
uninitializedNodes.Remove(node);
node.Trigger = GetRandomTrigger(artifact, ref node);
node.Effect = GetSafeRandomEffect(artifact, ref node);
var maxChildren = _random.Next(1, MaxEdgesPerNode - 1);
for (var i = 0; i < maxChildren; i++)
{
if (nodesToCreate <= createdNodes)
{
break;
}
var child = new ArtifactNode { Id = GetValidNodeId(), Depth = node.Depth + 1 };
node.Edges.Add(child.Id);
child.Edges.Add(node.Id);
uninitializedNodes.Add(child);
createdNodes++;
}
allNodes.Add(node);
}
}
/// <summary>
/// WD.
/// </summary>
private string GetSafeRandomEffect(EntityUid artifact, ref ArtifactNode node)
{
var allEffects = _prototype.EnumeratePrototypes<ArtifactEffectPrototype>()
.Where(x => (x.Whitelist?.IsValid(artifact, EntityManager) ?? true) && (!x.Blacklist?.IsValid(artifact, EntityManager) ?? true) && x.Safe).ToList();
var validDepth = allEffects.Select(x => x.TargetDepth).Distinct().ToList();
var weights = GetDepthWeights(validDepth, node.Depth);
var selectedRandomTargetDepth = GetRandomTargetDepth(weights);
var targetEffects = allEffects
.Where(x => x.TargetDepth == selectedRandomTargetDepth).ToList();
return _random.Pick(targetEffects).ID;
}
}

View File

@@ -295,4 +295,18 @@ public sealed partial class ArtifactSystem : EntitySystem
{
return allNodes.First(n => n.Depth == 0);
}
/// <summary>
/// WD. Randomize a given artifact.
/// </summary>
[PublicAPI]
public void SafeRandomizeArtifact(EntityUid uid, ArtifactComponent component)
{
component.NodesMax = 5;
var nodeAmount = _random.Next(component.NodesMin, component.NodesMax);
GenerateSafeArtifactNodeTree(uid, component.NodeTree, nodeAmount);
var firstNode = GetRootNode(component.NodeTree);
EnterNode(uid, ref firstNode, component);
}
}

View File

@@ -3,6 +3,8 @@ using Content.Server.Station.Components;
using Content.Server.Station.Systems;
using Content.Server.Xenoarchaeology.XenoArtifacts;
using Content.Shared._White;
using Content.Shared.Damage;
using Content.Shared.Stacks;
using Content.Shared.Item;
using Robust.Shared.Configuration;
using Robust.Shared.Random;
@@ -16,7 +18,7 @@ public sealed class RandomArtifactsSystem : EntitySystem
[Dependency] private readonly IConfigurationManager _configurationManager = default!;
[Dependency] private readonly StationSystem _station = default!;
private float _itemToArtifactRatio; // from 0 to 100. In % percents. Default is 0.7%
private float _itemToArtifactRatio; // from 0 to 100. In % percents. Default is 0.4%
private bool _artifactsEnabled;
public override void Initialize()
@@ -34,11 +36,12 @@ public sealed class RandomArtifactsSystem : EntitySystem
if (!_artifactsEnabled)
return;
// Removing old artifact-items and replace it with new funny stealthy items
foreach (var oldArtifact in EntityQuery<ArtifactComponent>())
{
QueueDel(oldArtifact.Owner);
}
// No we don't
// // Removing old artifact-items and replace it with new funny stealthy items
// foreach (var oldArtifact in EntityQuery<ArtifactComponent>())
// {
// QueueDel(oldArtifact.Owner);
// }
var items = EntityQuery<ItemComponent>().ToList();
_random.Shuffle(items);
@@ -55,8 +58,13 @@ public sealed class RandomArtifactsSystem : EntitySystem
if (!HasComp<StationDataComponent>(station))
continue;
if (HasComp<StackComponent>(entity))
continue;
var artifactComponent = EnsureComp<ArtifactComponent>(entity);
_artifactsSystem.RandomizeArtifact(entity, artifactComponent);
_artifactsSystem.SafeRandomizeArtifact(entity, artifactComponent);
EnsureComp<DamageableComponent>(entity);
}
}