more expedition changes (#17403)

Co-authored-by: deltanedas <@deltanedas:kde.org>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
This commit is contained in:
deltanedas
2023-06-28 14:01:27 +00:00
committed by GitHub
parent b1f7b15dd7
commit 9cd8d25ae7
16 changed files with 371 additions and 128 deletions

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@@ -0,0 +1,9 @@
namespace Content.Shared.Salvage.Expeditions.Modifiers;
public interface IBiomeSpecificMod : ISalvageMod
{
/// <summary>
/// Whitelist for biomes. If null then any biome is allowed.
/// </summary>
List<string>? Biomes { get; }
}

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@@ -7,5 +7,8 @@ public interface ISalvageMod
/// </summary>
string Description { get; }
/// <summary>
/// Cost for difficulty modifiers.
/// </summary>
float Cost { get; }
}

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@@ -10,7 +10,7 @@ namespace Content.Shared.Salvage.Expeditions.Modifiers;
/// Which one is selected depends on the mission difficulty, different weightedRandoms are picked from.
/// </summary>
[Prototype("salvageAirMod")]
public sealed class SalvageAirMod : IPrototype, ISalvageMod
public sealed class SalvageAirMod : IPrototype, IBiomeSpecificMod
{
[IdDataField]
public string ID { get; } = default!;
@@ -23,6 +23,10 @@ public sealed class SalvageAirMod : IPrototype, ISalvageMod
[DataField("cost")]
public float Cost { get; } = 0f;
/// <inheritdoc/>
[DataField("biomes", customTypeSerializer: typeof(PrototypeIdListSerializer<SalvageBiomeMod>))]
public List<string>? Biomes { get; } = null;
/// <summary>
/// Set to true if this planet will have no atmosphere.
/// </summary>
@@ -34,10 +38,4 @@ public sealed class SalvageAirMod : IPrototype, ISalvageMod
/// </summary>
[DataField("gases")]
public float[] Gases = new float[Atmospherics.AdjustedNumberOfGases];
/// <summary>
/// Biomes this air mixture is allowed to occur in.
/// </summary>
[DataField("biomes", customTypeSerializer: typeof(PrototypeIdListSerializer<SalvageBiomeMod>))]
public List<string>? Biomes;
}

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@@ -6,24 +6,23 @@ using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototy
namespace Content.Shared.Salvage.Expeditions.Modifiers;
[Prototype("salvageDungeonMod")]
public sealed class SalvageDungeonMod : IPrototype, ISalvageMod
public sealed class SalvageDungeonMod : IPrototype, IBiomeSpecificMod
{
[IdDataField] public string ID { get; } = default!;
[DataField("desc")] public string Description { get; } = string.Empty;
[DataField("proto", customTypeSerializer:typeof(PrototypeIdSerializer<DungeonConfigPrototype>))]
public string Proto = string.Empty;
/// <summary>
/// Cost for difficulty modifiers.
/// </summary>
/// <inheridoc/>
[DataField("cost")]
public float Cost { get; } = 0f;
/// <inheridoc/>
[DataField("biomes", customTypeSerializer: typeof(PrototypeIdListSerializer<SalvageBiomeMod>))]
public List<string>? Biomes { get; } = null;
/// <summary>
/// Biomes this dungeon can occur in.
/// The config to use for spawning the dungeon.
/// </summary>
[DataField("biomeMods", customTypeSerializer:typeof(PrototypeIdListSerializer<SalvageBiomeMod>))]
public List<string>? BiomeMods;
[DataField("proto", customTypeSerializer: typeof(PrototypeIdSerializer<DungeonConfigPrototype>))]
public string Proto = string.Empty;
}

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@@ -4,23 +4,19 @@ using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototy
namespace Content.Shared.Salvage.Expeditions.Modifiers;
[Prototype("salvageLightMod")]
public sealed class SalvageLightMod : IPrototype, ISalvageMod
public sealed class SalvageLightMod : IPrototype, IBiomeSpecificMod
{
[IdDataField] public string ID { get; } = default!;
[DataField("desc")] public string Description { get; } = string.Empty;
/// <summary>
/// Cost for difficulty modifiers.
/// </summary>
/// <inheritdoc/>
[DataField("cost")]
public float Cost { get; } = 0f;
[DataField("color", required: true)] public Color? Color;
/// <summary>
/// Biomes that this color applies to.
/// </summary>
/// <inheritdoc/>
[DataField("biomes", customTypeSerializer: typeof(PrototypeIdListSerializer<SalvageBiomeMod>))]
public List<string>? Biomes;
public List<string>? Biomes { get; } = null;
[DataField("color", required: true)] public Color? Color;
}

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@@ -0,0 +1,27 @@
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.List;
namespace Content.Shared.Salvage.Expeditions.Modifiers;
[Prototype("salvageTemperatureMod")]
public sealed class SalvageTemperatureMod : IPrototype, IBiomeSpecificMod
{
[IdDataField] public string ID { get; } = default!;
[DataField("desc")] public string Description { get; } = string.Empty;
/// <inheritdoc/>
[DataField("cost")]
public float Cost { get; } = 0f;
/// <inheritdoc/>
[DataField("biomes", customTypeSerializer: typeof(PrototypeIdListSerializer<SalvageBiomeMod>))]
public List<string>? Biomes { get; } = null;
/// <summary>
/// Temperature in the planets air mix.
/// </summary>
[DataField("temperature")]
public float Temperature = 293.15f;
}

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@@ -1,4 +1,3 @@
using Content.Shared.Parallax.Biomes;
using Content.Shared.Weather;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
@@ -7,24 +6,23 @@ using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototy
namespace Content.Shared.Salvage.Expeditions.Modifiers;
[Prototype("salvageWeatherMod")]
public sealed class SalvageWeatherMod : IPrototype, ISalvageMod
public sealed class SalvageWeatherMod : IPrototype, IBiomeSpecificMod
{
[IdDataField] public string ID { get; } = default!;
[DataField("desc")] public string Description { get; } = string.Empty;
/// <summary>
/// Cost for difficulty modifiers.
/// </summary>
/// <inheritdoc/>
[DataField("cost")]
public float Cost { get; } = 0f;
[DataField("weather", required: true, customTypeSerializer:typeof(PrototypeIdSerializer<WeatherPrototype>))]
public string WeatherPrototype = string.Empty;
/// <inheritdoc/>
[DataField("biomes", customTypeSerializer: typeof(PrototypeIdListSerializer<SalvageBiomeMod>))]
public List<string>? Biomes { get; } = null;
/// <summary>
/// Whitelist for biomes. If empty assumed any allowed.
/// Weather prototype to use on the planet.
/// </summary>
[DataField("biomes", customTypeSerializer:typeof(PrototypeIdListSerializer<BiomeTemplatePrototype>))]
public List<string> Biomes = new();
[DataField("weather", required: true, customTypeSerializer:typeof(PrototypeIdSerializer<WeatherPrototype>))]
public string WeatherPrototype = string.Empty;
}

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@@ -100,6 +100,7 @@ public sealed record SalvageMission(
SalvageMissionType Mission,
string Biome,
string Air,
float Temperature,
Color? Color,
TimeSpan Duration,
List<string> Rewards,
@@ -140,6 +141,11 @@ public sealed record SalvageMission(
/// </summary>
public readonly string Air = Air;
/// <summary>
/// Temperature of the planet's atmosphere.
/// </summary>
public readonly float Temperature = Temperature;
/// <summary>
/// Lighting color to be used (AKA outdoor lighting).
/// </summary>

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@@ -65,9 +65,9 @@ public abstract class SharedSalvageSystem : EntitySystem
case DifficultyRating.Moderate:
return 4;
case DifficultyRating.Hazardous:
return 6;
case DifficultyRating.Extreme:
return 8;
case DifficultyRating.Extreme:
return 16;
default:
throw new ArgumentOutOfRangeException(nameof(rating), rating, null);
}
@@ -97,16 +97,23 @@ public abstract class SharedSalvageSystem : EntitySystem
var rand = new System.Random(seed);
var faction = GetMod<SalvageFactionPrototype>(rand, ref rating);
var biome = GetMod<SalvageBiomeMod>(rand, ref rating);
var dungeon = GetDungeon(biome.ID, rand, ref rating);
var dungeon = GetBiomeMod<SalvageDungeonMod>(biome.ID, rand, ref rating);
var mods = new List<string>();
var air = GetAir(biome.ID, rand, ref rating);
var air = GetBiomeMod<SalvageAirMod>(biome.ID, rand, ref rating);
if (air.Description != string.Empty)
{
mods.Add(air.Description);
}
var light = GetLight(biome.ID, rand, ref rating);
// only show the description if there is an atmosphere since wont matter otherwise
var temp = GetBiomeMod<SalvageTemperatureMod>(biome.ID, rand, ref rating);
if (temp.Description != string.Empty && !air.Space)
{
mods.Add(temp.Description);
}
var light = GetBiomeMod<SalvageLightMod>(biome.ID, rand, ref rating);
if (light.Description != string.Empty)
{
mods.Add(light.Description);
@@ -124,60 +131,18 @@ public abstract class SharedSalvageSystem : EntitySystem
}
var rewards = GetRewards(difficulty, rand);
return new SalvageMission(seed, difficulty, dungeon.ID, faction.ID, config, biome.ID, air.ID, light.Color, duration, rewards, mods);
return new SalvageMission(seed, difficulty, dungeon.ID, faction.ID, config, biome.ID, air.ID, temp.Temperature, light.Color, duration, rewards, mods);
}
// TODO: probably worth putting the biome whitelist thing in a common thing then having a getmod overload for it
public SalvageDungeonMod GetDungeon(string biome, System.Random rand, ref float rating)
public T GetBiomeMod<T>(string biome, System.Random rand, ref float rating) where T : class, IPrototype, IBiomeSpecificMod
{
var mods = _proto.EnumeratePrototypes<SalvageDungeonMod>().ToList();
var mods = _proto.EnumeratePrototypes<T>().ToList();
mods.Sort((x, y) => string.Compare(x.ID, y.ID, StringComparison.Ordinal));
rand.Shuffle(mods);
foreach (var mod in mods)
{
if (mod.BiomeMods?.Contains(biome) == false ||
mod.Cost > rating)
{
continue;
}
rating -= (int) mod.Cost;
return mod;
}
throw new InvalidOperationException();
}
public SalvageAirMod GetAir(string biome, System.Random rand, ref float rating)
{
var mods = _proto.EnumeratePrototypes<SalvageAirMod>().ToList();
mods.Sort((x, y) => string.Compare(x.ID, y.ID, StringComparison.Ordinal));
rand.Shuffle(mods);
foreach (var mod in mods)
{
if (mod.Biomes?.Contains(biome) == false || mod.Cost > rating)
continue;
rating -= mod.Cost;
return mod;
}
throw new InvalidOperationException();
}
public SalvageLightMod GetLight(string biome, System.Random rand, ref float rating)
{
var mods = _proto.EnumeratePrototypes<SalvageLightMod>().ToList();
mods.Sort((x, y) => string.Compare(x.ID, y.ID, StringComparison.Ordinal));
rand.Shuffle(mods);
foreach (var mod in mods)
{
if (mod.Biomes?.Contains(biome) == false || mod.Cost > rating)
if (mod.Cost > rating || (mod.Biomes != null && !mod.Biomes.Contains(biome)))
continue;
rating -= mod.Cost;
@@ -238,9 +203,9 @@ public abstract class SharedSalvageSystem : EntitySystem
case DifficultyRating.Moderate:
return new string[] { common, rare, rare };
case DifficultyRating.Hazardous:
return new string[] { rare, rare, epic };
return new string[] { rare, rare, rare, epic };
case DifficultyRating.Extreme:
return new string[] { rare, epic, epic };
return new string[] { rare, rare, epic, epic, epic };
default:
throw new NotImplementedException();
}