Fix maploading once and for all. (#7501)

This commit is contained in:
Moony
2022-04-15 16:35:58 -05:00
committed by GitHub
parent cdfde3edf1
commit 4d70395d11
8 changed files with 217 additions and 135 deletions

View File

@@ -1,14 +1,13 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Content.Server.Chat.Managers;
using Content.Server.GameTicking;
using Content.Server.Maps;
using Content.Shared.CCVar;
using Content.Shared.Roles;
using Content.Shared.Station;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Configuration;
using Robust.Shared.Map;
using Robust.Shared.Random;
using Robust.Shared.Utility;
namespace Content.Server.Station;
@@ -18,21 +17,101 @@ namespace Content.Server.Station;
/// </summary>
public sealed class StationSystem : EntitySystem
{
[Dependency] private GameTicker _gameTicker = default!;
[Dependency] private IChatManager _chatManager = default!;
[Dependency] private IGameMapManager _gameMapManager = default!;
[Dependency] private readonly IChatManager _chatManager = default!;
[Dependency] private readonly IConfigurationManager _configurationManager = default!;
[Dependency] private readonly IGameMapManager _gameMapManager = default!;
[Dependency] private readonly ILogManager _logManager = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly GameTicker _gameTicker = default!;
private ISawmill _sawmill = default!;
private uint _idCounter = 1;
private Dictionary<StationId, StationInfoData> _stationInfo = new();
/// <summary>
/// List of stations for the current round.
/// List of stations currently loaded.
/// </summary>
public IReadOnlyDictionary<StationId, StationInfoData> StationInfo => _stationInfo;
private bool _randomStationOffset = false;
private bool _randomStationRotation = false;
private float _maxRandomStationOffset = 0.0f;
public override void Initialize()
{
base.Initialize();
_sawmill = _logManager.GetSawmill("station");
SubscribeLocalEvent<GameRunLevelChangedEvent>(OnRoundEnd);
SubscribeLocalEvent<PreGameMapLoad>(OnPreGameMapLoad);
SubscribeLocalEvent<PostGameMapLoad>(OnPostGameMapLoad);
_configurationManager.OnValueChanged(CCVars.StationOffset, x => _randomStationOffset = x, true);
_configurationManager.OnValueChanged(CCVars.MaxStationOffset, x => _maxRandomStationOffset = x, true);
_configurationManager.OnValueChanged(CCVars.StationRotation, x => _randomStationRotation = x, true);
}
private void OnPreGameMapLoad(PreGameMapLoad ev)
{
// this is only for maps loaded during round setup!
if (_gameTicker.RunLevel == GameRunLevel.InRound)
return;
if (_randomStationOffset)
ev.Options.Offset += _random.NextVector2(_maxRandomStationOffset);
if (_randomStationRotation)
ev.Options.Rotation = _random.NextAngle();
}
private void OnPostGameMapLoad(PostGameMapLoad ev)
{
var dict = new Dictionary<string, StationId>();
// Iterate over all BecomesStation
for (var i = 0; i < ev.Grids.Count; i++)
{
var grid = ev.Grids[i];
// We still setup the grid
if (!TryComp<BecomesStationComponent>(_mapManager.GetGridEuid(grid), out var becomesStation))
continue;
var stationId = InitialSetupStationGrid(grid, ev.GameMap, ev.StationName);
dict.Add(becomesStation.Id, stationId);
}
if (!dict.Any())
{
// Oh jeez, no stations got loaded.
// We'll just take the first grid and setup that, then.
var grid = ev.Grids[0];
var stationId = InitialSetupStationGrid(grid, ev.GameMap, ev.StationName);
dict.Add("Station", stationId);
}
// Iterate over all PartOfStation
for (var i = 0; i < ev.Grids.Count; i++)
{
var grid = ev.Grids[i];
var geid = _mapManager.GetGridEuid(grid);
if (!TryComp<PartOfStationComponent>(geid, out var partOfStation))
continue;
if (dict.TryGetValue(partOfStation.Id, out var stationId))
{
AddGridToStation(geid, stationId);
}
else
{
_sawmill.Error($"Grid {grid} ({geid}) specified that it was part of station {partOfStation.Id} which does not exist");
}
}
}
/// <summary>
@@ -119,8 +198,7 @@ public sealed class StationSystem : EntitySystem
_gameTicker.UpdateJobsAvailable(); // new station means new jobs, tell any lobby-goers.
Logger.InfoS("stations",
$"Setting up new {mapPrototype.ID} called {_stationInfo[id].Name} on grid {mapGrid}:{gridComponent.GridIndex}");
_sawmill.Info($"Setting up new {mapPrototype.ID} called {_stationInfo[id].Name} on grid {mapGrid}:{gridComponent.GridIndex}");
return id;
}
@@ -139,7 +217,7 @@ public sealed class StationSystem : EntitySystem
var stationComponent = EntityManager.AddComponent<StationComponent>(mapGrid);
stationComponent.Station = station;
Logger.InfoS("stations", $"Adding grid {mapGrid}:{gridComponent.GridIndex} to station {station} named {_stationInfo[station].Name}");
_sawmill.Info( $"Adding grid {mapGrid}:{gridComponent.GridIndex} to station {station} named {_stationInfo[station].Name}");
}
/// <summary>