Add conditional spawning component (#1069)

* Add conditional spawning component

* Remove null checks

* Remove leftover return

* Properly spawn items when game rule gets added

* Fix duplicate uids in saltern

* GameRules returns IEnumerable using yield.
This commit is contained in:
Víctor Aguilera Puerto
2020-06-05 19:42:43 +02:00
committed by GitHub
parent 470f81fca1
commit e1df008bce
11 changed files with 429 additions and 1 deletions

View File

@@ -0,0 +1,104 @@
using System;
using System.Collections.Generic;
using Content.Server.GameTicking;
using Content.Server.Interfaces.GameTicking;
using NFluidsynth;
using Robust.Server.Interfaces.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Random;
using Robust.Shared.Interfaces.Reflection;
using Robust.Shared.IoC;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
using SQLitePCL;
using Logger = Robust.Shared.Log.Logger;
namespace Content.Server.GameObjects.Components.Markers
{
[RegisterComponent]
public class ConditionalSpawnerComponent : Component, IMapInit
{
public override string Name => "ConditionalSpawner";
#pragma warning disable 649
[Dependency] private IGameTicker _gameTicker;
[Dependency] private IReflectionManager _reflectionManager;
[Dependency] private IEntityManager _entityManager;
[Dependency] private IRobustRandom _robustRandom;
#pragma warning restore 649
[ViewVariables(VVAccess.ReadWrite)]
public List<string> Prototypes { get; set; } = new List<string>();
[ViewVariables(VVAccess.ReadWrite)]
private List<string> _gameRules = new List<string>();
[ViewVariables(VVAccess.ReadWrite)]
public float Chance { get; set; } = 1.0f;
public IEnumerable<Type> GameRules
{
get
{
foreach (var rule in _gameRules)
{
yield return _reflectionManager.GetType(rule);
}
}
}
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(this, x => Prototypes, "prototypes", new List<string>());
serializer.DataField(this, x => Chance, "chance", 1.0f);
serializer.DataField(this, x => _gameRules, "gameRules", new List<string>());
}
private void RuleAdded(GameRuleAddedEventArgs obj)
{
if(_gameRules.Contains(obj.GameRule.GetType().Name))
Spawn();
}
private void TrySpawn()
{
if (_gameRules.Count == 0)
{
Spawn();
return;
}
foreach (var rule in GameRules)
{
if (!_gameTicker.HasGameRule(rule)) continue;
Spawn();
return;
}
}
private void Spawn()
{
if (Chance != 1.0f && !_robustRandom.Prob(Chance))
return;
if (Prototypes.Count == 0)
{
Logger.Warning($"Prototype list in ConditionalSpawnComponent is empty! Entity: {Owner}");
return;
}
_entityManager.SpawnEntity(_robustRandom.Pick(Prototypes), Owner.Transform.GridPosition);
}
public void MapInit()
{
_gameTicker.OnRuleAdded += RuleAdded;
TrySpawn();
}
}
}

View File

@@ -98,6 +98,7 @@ namespace Content.Server.GameTicking
}
public event Action<GameRunLevelChangedEventArgs> OnRunLevelChanged;
public event Action<GameRuleAddedEventArgs> OnRuleAdded;
private TimeSpan LobbyDuration =>
TimeSpan.FromSeconds(_configurationManager.GetCVar<int>("game.lobbyduration"));
@@ -327,9 +328,25 @@ namespace Content.Server.GameTicking
_gameRules.Add(instance);
instance.Added();
OnRuleAdded?.Invoke(new GameRuleAddedEventArgs(instance));
return instance;
}
public bool HasGameRule(Type t)
{
if (t == null || !t.IsAssignableFrom(typeof(GameRule)))
return false;
foreach (var rule in _gameRules)
{
if (rule.GetType().Equals(t))
return true;
}
return false;
}
public void RemoveGameRule(GameRule rule)
{
if (_gameRules.Contains(rule)) return;
@@ -786,4 +803,14 @@ The current game mode is: [color=white]{0}[/color].
public GameRunLevel OldRunLevel { get; }
public GameRunLevel NewRunLevel { get; }
}
public class GameRuleAddedEventArgs : EventArgs
{
public GameRule GameRule { get; }
public GameRuleAddedEventArgs(GameRule rule)
{
GameRule = rule;
}
}
}

View File

@@ -15,6 +15,7 @@ namespace Content.Server.Interfaces.GameTicking
GameRunLevel RunLevel { get; }
event Action<GameRunLevelChangedEventArgs> OnRunLevelChanged;
event Action<GameRuleAddedEventArgs> OnRuleAdded;
void Initialize();
void Update(FrameEventArgs frameEventArgs);
@@ -34,6 +35,7 @@ namespace Content.Server.Interfaces.GameTicking
// GameRule system.
T AddGameRule<T>() where T : GameRule, new();
bool HasGameRule(Type type);
void RemoveGameRule(GameRule rule);
IEnumerable<GameRule> ActiveGameRules { get; }