Refactor how jobs are handed out (#5422)

* Completely refactor how job spawning works

* Remove remains of old system.

* Squash the final bug, cleanup.

* Attempt to fix tests

* Adjusts packed's round-start crew roster, re-enables a bunch of old roles.
Also adds the Central Command Official as a proper role.

* pretty up ui

* refactor StationSystem into the correct folder & namespace.

* remove a log, make sure the lobby gets updated if a new map is spontaneously added.

* re-add accidentally removed log

* We do a little logging

* we do a little resolving

* we do a little documenting

* Renamed OverflowJob to FallbackOverflowJob
Allows stations to configure their own roundstart overflow job list.

* narrator: it did not compile

* oops

* support having no overflow jobs

* filescope for consistency

* small fixes

* Bumps a few role counts for Packed, namely engis

* log moment

* E

* Update Resources/Prototypes/Entities/Objects/Misc/identification_cards.yml

Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com>

* Update Content.Server/Maps/GameMapPrototype.cs

Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com>

* factored job logic, cleanup.

* e

* Address reviews

* Remove the concept of a "default" grid.
It has no future in our new multi-station world

* why was clickable using that in the first place

* fix bad evil bug that almost slipped through
also adds chemist

* rms obsolete things from chemist

* Adds a sanity fallback

* address reviews

* adds ability to set name

* fuck

* cleanup joingame
This commit is contained in:
Moony
2021-11-26 03:02:46 -06:00
committed by GitHub
parent dfb329d5db
commit ec68226e99
53 changed files with 1148 additions and 705 deletions

View File

@@ -0,0 +1,66 @@
using Content.Server.Maps;
using Content.Server.Roles;
using Content.Server.Station;
using Content.Shared.Administration;
using Robust.Server.Maps;
using Robust.Shared.Console;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Prototypes;
namespace Content.Server.Administration.Commands
{
[AdminCommand(AdminFlags.Fun)]
public sealed class LoadGameMapCommand : IConsoleCommand
{
public string Command => "loadgamemap";
public string Description => "Loads the given game map at the given coordinates.";
public string Help => "loadgamemap <gamemap> <mapid> [<x> <y> [<name>]] ";
public void Execute(IConsoleShell shell, string argStr, string[] args)
{
var prototypeManager = IoCManager.Resolve<IPrototypeManager>();
var mapLoader = IoCManager.Resolve<IMapLoader>();
var entityManager = IoCManager.Resolve<IEntityManager>();
var stationSystem = entityManager.EntitySysManager.GetEntitySystem<StationSystem>();
if (args.Length is not (2 or 4 or 5))
{
shell.WriteError(Loc.GetString("shell-wrong-arguments-number"));
return;
}
if (prototypeManager.TryIndex<GameMapPrototype>(args[0], out var gameMap))
{
if (int.TryParse(args[1], out var mapId))
{
var gameMapEnt = mapLoader.LoadBlueprint(new MapId(mapId), gameMap.MapPath);
if (gameMapEnt is null)
{
shell.WriteError($"Failed to create the given game map, is the path {gameMap.MapPath} correct?");
return;
}
if (args.Length >= 4 && int.TryParse(args[2], out var x) && int.TryParse(args[3], out var y))
{
var transform = entityManager.GetComponent<TransformComponent>(gameMapEnt.GridEntityId);
transform.WorldPosition = new Vector2(x, y);
}
var stationName = args.Length == 5 ? args[4] : null;
stationSystem.InitialSetupStationGrid(gameMapEnt.GridEntityId, gameMap, stationName);
}
}
else
{
shell.WriteError($"The given map prototype {args[0]} is invalid.");
}
}
}
}

View File

@@ -1,10 +1,14 @@
using System.Collections.Generic;
using Content.Server.Administration;
using Content.Server.Roles;
using Content.Server.Station;
using Content.Shared.Roles;
using Content.Shared.Station;
using Robust.Server.Player;
using Robust.Shared.Console;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Prototypes;
namespace Content.Server.GameTicking.Commands
@@ -24,35 +28,47 @@ namespace Content.Server.GameTicking.Commands
}
public void Execute(IConsoleShell shell, string argStr, string[] args)
{
if (args.Length != 2)
{
shell.WriteError(Loc.GetString("shell-wrong-arguments-number"));
return;
}
var player = shell.Player as IPlayerSession;
var output = string.Join(".", args);
if (player == null)
{
return;
}
var ticker = EntitySystem.Get<GameTicker>();
var stationSystem = EntitySystem.Get<StationSystem>();
if (ticker.RunLevel == GameRunLevel.PreRoundLobby)
{
shell.WriteLine("Round has not started.");
return;
}
else if(ticker.RunLevel == GameRunLevel.InRound)
else if (ticker.RunLevel == GameRunLevel.InRound)
{
string ID = args[0];
var positions = ticker.GetAvailablePositions();
string id = args[0];
if(positions.GetValueOrDefault(ID, 0) == 0) //n < 0 is treated as infinite
if (!uint.TryParse(args[1], out var sid))
{
var jobPrototype = _prototypeManager.Index<JobPrototype>(ID);
shell.WriteError(Loc.GetString("shell-argument-must-be-number"));
}
var stationId = new StationId(sid);
if(!stationSystem.IsJobAvailableOnStation(stationId, id))
{
var jobPrototype = _prototypeManager.Index<JobPrototype>(id);
shell.WriteLine($"{jobPrototype.Name} has no available slots.");
return;
}
ticker.MakeJoinGame(player, args[0]);
ticker.MakeJoinGame(player, stationId, id);
return;
}
ticker.MakeJoinGame(player);
ticker.MakeJoinGame(player, StationId.Invalid);
}
}
}

View File

@@ -1,4 +1,3 @@
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Diagnostics.CodeAnalysis;
@@ -6,6 +5,7 @@ using System.Linq;
using Content.Shared.GameTicking;
using Content.Shared.Preferences;
using Content.Shared.Roles;
using Content.Shared.Station;
using Robust.Server.Player;
using Robust.Shared.Localization;
using Robust.Shared.Network;
@@ -25,131 +25,90 @@ namespace Content.Server.GameTicking
[ViewVariables]
private readonly Dictionary<string, int> _spawnedPositions = new();
private Dictionary<IPlayerSession, string> AssignJobs(List<IPlayerSession> available,
private Dictionary<IPlayerSession, (string, StationId)> AssignJobs(List<IPlayerSession> available,
Dictionary<NetUserId, HumanoidCharacterProfile> profiles)
{
// Calculate positions available round-start for each job.
var availablePositions = GetBasePositions(true);
var assigned = new Dictionary<IPlayerSession, (string, StationId)>();
// Output dictionary of assigned jobs.
var assigned = new Dictionary<IPlayerSession, string>();
// Go over each priority level top to bottom.
for (var i = JobPriority.High; i > JobPriority.Never; i--)
List<(IPlayerSession, List<string>)> GetPlayersJobCandidates(bool heads, JobPriority i)
{
void ProcessJobs(bool heads)
{
// Get all candidates for this priority & heads combo.
// That is all people with at LEAST one job at this priority & heads level,
// and the jobs they have selected here.
var candidates = available
.Select(player =>
{
var profile = profiles[player.UserId];
var availableJobs = profile.JobPriorities
.Where(j =>
{
var (jobId, priority) = j;
if (!_prototypeManager.TryIndex(jobId, out JobPrototype? job))
{
// Job doesn't exist, probably old data?
return false;
}
if (job.IsHead != heads)
{
return false;
}
return priority == i;
})
.Select(j => j.Key)
.ToList();
return (player, availableJobs);
})
.Where(p => p.availableJobs.Count != 0)
.ToList();
_robustRandom.Shuffle(candidates);
foreach (var (candidate, jobs) in candidates)
return available.Select(player =>
{
while (jobs.Count != 0)
{
var picked = _robustRandom.Pick(jobs);
var profile = profiles[player.UserId];
var openPositions = availablePositions.GetValueOrDefault(picked, 0);
if (openPositions == 0)
var availableJobs = profile.JobPriorities
.Where(j =>
{
jobs.Remove(picked);
continue;
}
var (jobId, priority) = j;
if (!_prototypeManager.TryIndex(jobId, out JobPrototype? job))
{
// Job doesn't exist, probably old data?
return false;
}
availablePositions[picked] -= 1;
assigned.Add(candidate, picked);
break;
if (job.IsHead != heads)
{
return false;
}
return priority == i;
})
.Select(j => j.Key)
.ToList();
return (player, availableJobs);
})
.Where(p => p.availableJobs.Count != 0)
.ToList();
}
void ProcessJobs(bool heads, Dictionary<string, int> availablePositions, StationId id, JobPriority i)
{
var candidates = GetPlayersJobCandidates(heads, i);
foreach (var (candidate, jobs) in candidates)
{
while (jobs.Count != 0)
{
var picked = _robustRandom.Pick(jobs);
var openPositions = availablePositions.GetValueOrDefault(picked, 0);
if (openPositions == 0)
{
jobs.Remove(picked);
continue;
}
}
available.RemoveAll(a => assigned.ContainsKey(a));
availablePositions[picked] -= 1;
assigned.Add(candidate, (picked, id));
break;
}
}
// Process heads FIRST.
// This means that if you have head and non-head roles on the same priority level,
// you will always get picked as head.
// Unless of course somebody beats you to those head roles.
ProcessJobs(true);
ProcessJobs(false);
available.RemoveAll(a => assigned.ContainsKey(a));
}
// Current strategy is to fill each station one by one.
foreach (var (id, station) in _stationSystem.StationInfo)
{
// Get the ROUND-START job list.
var availablePositions = station.MapPrototype.AvailableJobs.ToDictionary(x => x.Key, x => x.Value[0]);
for (var i = JobPriority.High; i > JobPriority.Never; i--)
{
// Process jobs possible for heads...
ProcessJobs(true, availablePositions, id, i);
// and then jobs that are not heads.
ProcessJobs(false, availablePositions, id, i);
}
}
return assigned;
}
/// <summary>
/// Gets the available positions for all jobs, *not* accounting for the current crew manifest.
/// </summary>
private Dictionary<string, int> GetBasePositions(bool roundStart)
private string PickBestAvailableJob(HumanoidCharacterProfile profile, StationId station)
{
var availablePositions = _prototypeManager
.EnumeratePrototypes<JobPrototype>()
// -1 is treated as infinite slots.
.ToDictionary(job => job.ID, job =>
{
if (job.SpawnPositions < 0)
{
return int.MaxValue;
}
if (roundStart)
{
return job.SpawnPositions;
}
return job.TotalPositions;
});
return availablePositions;
}
/// <summary>
/// Gets the remaining available job positions in the current round.
/// </summary>
public Dictionary<string, int> GetAvailablePositions()
{
var basePositions = GetBasePositions(false);
foreach (var (jobId, count) in _spawnedPositions)
{
basePositions[jobId] = Math.Max(0, basePositions[jobId] - count);
}
return basePositions;
}
private string PickBestAvailableJob(HumanoidCharacterProfile profile)
{
var available = GetAvailablePositions();
var available = _stationSystem.StationInfo[station].JobList;
bool TryPick(JobPriority priority, [NotNullWhen(true)] out string? jobId)
{
@@ -188,18 +147,17 @@ namespace Content.Server.GameTicking
return picked;
}
return OverflowJob;
var overflows = _stationSystem.StationInfo[station].MapPrototype.OverflowJobs.Clone().ToList();
return _robustRandom.Pick(overflows);
}
[Conditional("DEBUG")]
private void InitializeJobController()
{
// Verify that the overflow role exists and has the correct name.
var role = _prototypeManager.Index<JobPrototype>(OverflowJob);
DebugTools.Assert(role.Name == Loc.GetString(OverflowJobName),
var role = _prototypeManager.Index<JobPrototype>(FallbackOverflowJob);
DebugTools.Assert(role.Name == Loc.GetString(FallbackOverflowJobName),
"Overflow role does not have the correct name!");
DebugTools.Assert(role.SpawnPositions < 0, "Overflow role must have infinite spawn positions!");
}
private void AddSpawnedPosition(string jobId)
@@ -211,17 +169,21 @@ namespace Content.Server.GameTicking
{
// If late join is disallowed, return no available jobs.
if (DisallowLateJoin)
return new TickerJobsAvailableEvent(Array.Empty<string>());
return new TickerJobsAvailableEvent(new Dictionary<StationId, string>(), new Dictionary<StationId, Dictionary<string, int>>());
var jobs = GetAvailablePositions()
.Where(e => e.Value > 0)
.Select(e => e.Key)
.ToArray();
var jobs = new Dictionary<StationId, Dictionary<string, int>>();
var stationNames = new Dictionary<StationId, string>();
return new TickerJobsAvailableEvent(jobs);
foreach (var (id, station) in _stationSystem.StationInfo)
{
var list = station.JobList.ToDictionary(x => x.Key, x => x.Value);
jobs.Add(id, list);
stationNames.Add(id, station.Name);
}
return new TickerJobsAvailableEvent(stationNames, jobs);
}
private void UpdateJobsAvailable()
public void UpdateJobsAvailable()
{
RaiseNetworkEvent(GetJobsAvailable(), Filter.Empty().AddPlayers(_playersInLobby.Keys));
}

View File

@@ -1,8 +1,11 @@
using System;
using Content.Server.Players;
using Content.Server.Roles;
using Content.Server.Station;
using Content.Shared.GameTicking;
using Content.Shared.GameWindow;
using Content.Shared.Preferences;
using Content.Shared.Station;
using JetBrains.Annotations;
using Robust.Server.Player;
using Robust.Shared.Enums;
@@ -107,7 +110,7 @@ namespace Content.Server.GameTicking
async void SpawnWaitPrefs()
{
await _prefsManager.WaitPreferencesLoaded(session);
SpawnPlayer(session);
SpawnPlayer(session, StationId.Invalid);
}
async void AddPlayerToDb(Guid id)

View File

@@ -6,10 +6,13 @@ using Content.Server.GameTicking.Events;
using Content.Server.Players;
using Content.Server.Mind;
using Content.Server.Ghost;
using Content.Server.Roles;
using Content.Server.Station;
using Content.Shared.CCVar;
using Content.Shared.Coordinates;
using Content.Shared.GameTicking;
using Content.Shared.Preferences;
using Content.Shared.Station;
using Prometheus;
using Robust.Server.Player;
using Robust.Shared.GameObjects;
@@ -64,14 +67,17 @@ namespace Content.Server.GameTicking
{
DefaultMap = _mapManager.CreateMap();
var startTime = _gameTiming.RealTime;
var map = _gameMapManager.GetSelectedMapChecked(true).MapPath;
var grid = _mapLoader.LoadBlueprint(DefaultMap, map);
var map = _gameMapManager.GetSelectedMapChecked(true);
var grid = _mapLoader.LoadBlueprint(DefaultMap, map.MapPath);
if (grid == null)
{
throw new InvalidOperationException($"No grid found for map {map}");
throw new InvalidOperationException($"No grid found for map {map.MapName}");
}
_stationSystem.InitialSetupStationGrid(grid.GridEntityId, map);
var stationXform = EntityManager.GetComponent<TransformComponent>(grid.GridEntityId);
if (StationOffset)
@@ -87,7 +93,6 @@ namespace Content.Server.GameTicking
stationXform.LocalRotation = _robustRandom.NextFloat(MathF.Tau);
}
DefaultGridId = grid.Index;
_spawnPoint = grid.ToCoordinates();
var timeSpan = _gameTiming.RealTime - startTime;
@@ -153,14 +158,36 @@ namespace Content.Server.GameTicking
var profile = profiles[player.UserId];
if (profile.PreferenceUnavailable == PreferenceUnavailableMode.SpawnAsOverflow)
{
assignedJobs.Add(player, OverflowJob);
// Pick a random station
var stations = _stationSystem.StationInfo.Keys.ToList();
_robustRandom.Shuffle(stations);
if (stations.Count == 0)
{
assignedJobs.Add(player, (FallbackOverflowJob, StationId.Invalid));
continue;
}
foreach (var station in stations)
{
// Pick a random overflow job from that station
var overflows = _stationSystem.StationInfo[station].MapPrototype.OverflowJobs.Clone();
_robustRandom.Shuffle(overflows);
// Stations with no overflow slots should simply get skipped over.
if (overflows.Count == 0)
continue;
// If the overflow exists, put them in as it.
assignedJobs.Add(player, (overflows[0], stations[0]));
}
}
}
// Spawn everybody in!
foreach (var (player, job) in assignedJobs)
foreach (var (player, (job, station)) in assignedJobs)
{
SpawnPlayer(player, profiles[player.UserId], job, false);
SpawnPlayer(player, profiles[player.UserId], station, job, false);
}
// Time to start the preset.

View File

@@ -1,9 +1,9 @@
using System;
using System.Collections.Generic;
using System.Globalization;
using System.Linq;
using Content.Server.Access.Components;
using Content.Server.Access.Systems;
using Content.Server.CharacterAppearance.Components;
using Content.Server.Ghost;
using Content.Server.Ghost.Components;
using Content.Server.Hands.Components;
@@ -14,12 +14,15 @@ using Content.Server.Players;
using Content.Server.Roles;
using Content.Server.Spawners.Components;
using Content.Server.Speech.Components;
using Content.Server.Station;
using Content.Shared.Administration.Logs;
using Content.Shared.CharacterAppearance.Systems;
using Content.Shared.GameTicking;
using Content.Shared.Ghost;
using Content.Shared.Inventory;
using Content.Shared.Preferences;
using Content.Shared.Roles;
using Content.Shared.Station;
using Robust.Server.Player;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
@@ -28,6 +31,7 @@ using Robust.Shared.Map;
using Robust.Shared.Random;
using Robust.Shared.Utility;
using Robust.Shared.ViewVariables;
using static Content.Server.Station.StationSystem;
namespace Content.Server.GameTicking
{
@@ -38,22 +42,35 @@ namespace Content.Server.GameTicking
[Dependency] private readonly IdCardSystem _cardSystem = default!;
/// <summary>
/// Can't yet be removed because every test ever seems to depend on it. I'll make removing this a different PR.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
private EntityCoordinates _spawnPoint;
// Mainly to avoid allocations.
private readonly List<EntityCoordinates> _possiblePositions = new();
private void SpawnPlayer(IPlayerSession player, string? jobId = null, bool lateJoin = true)
private void SpawnPlayer(IPlayerSession player, StationId station, string? jobId = null, bool lateJoin = true)
{
var character = GetPlayerProfile(player);
SpawnPlayer(player, character, jobId, lateJoin);
SpawnPlayer(player, character, station, jobId, lateJoin);
UpdateJobsAvailable();
}
private void SpawnPlayer(IPlayerSession player, HumanoidCharacterProfile character, string? jobId = null, bool lateJoin = true)
private void SpawnPlayer(IPlayerSession player, HumanoidCharacterProfile character, StationId station, string? jobId = null, bool lateJoin = true)
{
if (station == StationId.Invalid)
{
var stations = _stationSystem.StationInfo.Keys.ToList();
_robustRandom.Shuffle(stations);
if (stations.Count == 0)
station = StationId.Invalid;
else
station = stations[0];
}
// Can't spawn players with a dummy ticker!
if (DummyTicker)
return;
@@ -78,7 +95,7 @@ namespace Content.Server.GameTicking
newMind.ChangeOwningPlayer(data.UserId);
// Pick best job best on prefs.
jobId ??= PickBestAvailableJob(character);
jobId ??= PickBestAvailableJob(character, station);
var jobPrototype = _prototypeManager.Index<JobPrototype>(jobId);
var job = new Job(newMind, jobPrototype);
@@ -94,7 +111,7 @@ namespace Content.Server.GameTicking
playDefaultSound: false);
}
var mob = SpawnPlayerMob(job, character, lateJoin);
var mob = SpawnPlayerMob(job, character, station, lateJoin);
newMind.TransferTo(mob.Uid);
if (player.UserId == new Guid("{e887eb93-f503-4b65-95b6-2f282c014192}"))
@@ -111,20 +128,28 @@ namespace Content.Server.GameTicking
jobSpecial.AfterEquip(mob);
}
_stationSystem.TryAssignJobToStation(station, jobId);
if (lateJoin)
_adminLogSystem.Add(LogType.LateJoin, LogImpact.Medium, $"Player {player.Name} late joined as {character.Name:characterName} on station {_stationSystem.StationInfo[station].Name:stationName} with {mob} as a {job.Name:jobName}.");
else
_adminLogSystem.Add(LogType.RoundStartJoin, LogImpact.Medium, $"Player {player.Name} joined as {character.Name:characterName} on station {_stationSystem.StationInfo[station].Name:stationName} with {mob} as a {job.Name:jobName}.");
Preset?.OnSpawnPlayerCompleted(player, mob, lateJoin);
}
public void Respawn(IPlayerSession player)
{
player.ContentData()?.WipeMind();
_adminLogSystem.Add(LogType.Respawn, LogImpact.Medium, $"Player {player} was respawned.");
if (LobbyEnabled)
PlayerJoinLobby(player);
else
SpawnPlayer(player);
SpawnPlayer(player, StationId.Invalid);
}
public void MakeJoinGame(IPlayerSession player, string? jobId = null)
public void MakeJoinGame(IPlayerSession player, StationId station, string? jobId = null)
{
if (!_playersInLobby.ContainsKey(player)) return;
@@ -133,7 +158,7 @@ namespace Content.Server.GameTicking
return;
}
SpawnPlayer(player, jobId);
SpawnPlayer(player, station, jobId);
}
public void MakeObserve(IPlayerSession player)
@@ -168,9 +193,9 @@ namespace Content.Server.GameTicking
}
#region Mob Spawning Helpers
private IEntity SpawnPlayerMob(Job job, HumanoidCharacterProfile? profile, bool lateJoin = true)
private IEntity SpawnPlayerMob(Job job, HumanoidCharacterProfile? profile, StationId station, bool lateJoin = true)
{
var coordinates = lateJoin ? GetLateJoinSpawnPoint() : GetJobSpawnPoint(job.Prototype.ID);
var coordinates = lateJoin ? GetLateJoinSpawnPoint(station) : GetJobSpawnPoint(job.Prototype.ID, station);
var entity = EntityManager.SpawnEntity(PlayerPrototypeName, coordinates);
if (job.StartingGear != null)
@@ -255,7 +280,7 @@ namespace Content.Server.GameTicking
}
#region Spawn Points
public EntityCoordinates GetJobSpawnPoint(string jobId)
public EntityCoordinates GetJobSpawnPoint(string jobId, StationId station)
{
var location = _spawnPoint;
@@ -263,17 +288,24 @@ namespace Content.Server.GameTicking
foreach (var (point, transform) in EntityManager.EntityQuery<SpawnPointComponent, TransformComponent>())
{
if (point.SpawnType == SpawnPointType.Job && point.Job?.ID == jobId)
var matchingStation =
EntityManager.TryGetComponent<StationComponent>(transform.ParentUid, out var stationComponent) &&
stationComponent.Station == station;
DebugTools.Assert(EntityManager.TryGetComponent<IMapGridComponent>(transform.ParentUid, out _));
if (point.SpawnType == SpawnPointType.Job && point.Job?.ID == jobId && matchingStation)
_possiblePositions.Add(transform.Coordinates);
}
if (_possiblePositions.Count != 0)
location = _robustRandom.Pick(_possiblePositions);
else
location = GetLateJoinSpawnPoint(station); // We need a sane fallback here, so latejoin it is.
return location;
}
public EntityCoordinates GetLateJoinSpawnPoint()
public EntityCoordinates GetLateJoinSpawnPoint(StationId station)
{
var location = _spawnPoint;
@@ -281,7 +313,13 @@ namespace Content.Server.GameTicking
foreach (var (point, transform) in EntityManager.EntityQuery<SpawnPointComponent, TransformComponent>())
{
if (point.SpawnType == SpawnPointType.LateJoin) _possiblePositions.Add(transform.Coordinates);
var matchingStation =
EntityManager.TryGetComponent<StationComponent>(transform.ParentUid, out var stationComponent) &&
stationComponent.Station == station;
DebugTools.Assert(EntityManager.TryGetComponent<IMapGridComponent>(transform.ParentUid, out _));
if (point.SpawnType == SpawnPointType.LateJoin && matchingStation)
_possiblePositions.Add(transform.Coordinates);
}
if (_possiblePositions.Count != 0)

View File

@@ -1,6 +1,9 @@
using Content.Server.Administration.Logs;
using Content.Server.Chat.Managers;
using Content.Server.Maps;
using Content.Server.Preferences.Managers;
using Content.Server.Roles;
using Content.Server.Station;
using Content.Shared.Chat;
using Content.Shared.GameTicking;
using Content.Shared.GameWindow;
@@ -27,7 +30,6 @@ namespace Content.Server.GameTicking
[ViewVariables] private bool _postInitialized;
[ViewVariables] public MapId DefaultMap { get; private set; }
[ViewVariables] public GridId DefaultGridId { get; private set; }
public override void Initialize()
{
@@ -87,5 +89,7 @@ namespace Content.Server.GameTicking
[Dependency] private readonly IWatchdogApi _watchdogApi = default!;
[Dependency] private readonly IReflectionManager _reflectionManager = default!;
[Dependency] private readonly IGameMapManager _gameMapManager = default!;
[Dependency] private readonly StationSystem _stationSystem = default!;
[Dependency] private readonly AdminLogSystem _adminLogSystem = default!;
}
}

View File

@@ -11,110 +11,109 @@ using Robust.Shared.Localization;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
namespace Content.Server.Maps
namespace Content.Server.Maps;
public class GameMapManager : IGameMapManager
{
public class GameMapManager : IGameMapManager
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IConfigurationManager _configurationManager = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly IChatManager _chatManager = default!;
private GameMapPrototype _currentMap = default!;
private bool _currentMapForced;
public void Initialize()
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IConfigurationManager _configurationManager = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly IChatManager _chatManager = default!;
private GameMapPrototype _currentMap = default!;
private bool _currentMapForced;
public void Initialize()
_configurationManager.OnValueChanged(CCVars.GameMap, value =>
{
_configurationManager.OnValueChanged(CCVars.GameMap, value =>
{
if (TryLookupMap(value, out var map))
_currentMap = map;
else
throw new ArgumentException($"Unknown map prototype {value} was selected!");
}, true);
_configurationManager.OnValueChanged(CCVars.GameMapForced, value => _currentMapForced = value, true);
}
public IEnumerable<GameMapPrototype> CurrentlyEligibleMaps()
{
var maps = AllVotableMaps().Where(IsMapEligible).ToArray();
return maps.Length == 0 ? AllMaps().Where(x => x.Fallback) : maps;
}
public IEnumerable<GameMapPrototype> AllVotableMaps()
{
return _prototypeManager.EnumeratePrototypes<GameMapPrototype>().Where(x => x.Votable);
}
public IEnumerable<GameMapPrototype> AllMaps()
{
return _prototypeManager.EnumeratePrototypes<GameMapPrototype>();
}
public bool TrySelectMap(string gameMap)
{
if (!TryLookupMap(gameMap, out var map) || !IsMapEligible(map)) return false;
_currentMap = map;
_currentMapForced = false;
return true;
}
public void ForceSelectMap(string gameMap)
{
if (!TryLookupMap(gameMap, out var map))
throw new ArgumentException($"The map \"{gameMap}\" is invalid!");
_currentMap = map;
_currentMapForced = true;
}
public void SelectRandomMap()
{
var maps = CurrentlyEligibleMaps().ToList();
_random.Shuffle(maps);
_currentMap = maps[0];
_currentMapForced = false;
}
public GameMapPrototype GetSelectedMap()
{
return _currentMap;
}
public GameMapPrototype GetSelectedMapChecked(bool loud = false)
{
if (!_currentMapForced && !IsMapEligible(GetSelectedMap()))
{
var oldMap = GetSelectedMap().MapName;
SelectRandomMap();
if (loud)
{
_chatManager.DispatchServerAnnouncement(
Loc.GetString("gamemap-could-not-use-map-error",
("oldMap", oldMap), ("newMap", GetSelectedMap().MapName)
));
}
}
return GetSelectedMap();
}
public bool CheckMapExists(string gameMap)
{
return TryLookupMap(gameMap, out _);
}
private bool IsMapEligible(GameMapPrototype map)
{
return map.MaxPlayers >= _playerManager.PlayerCount && map.MinPlayers <= _playerManager.PlayerCount;
}
private bool TryLookupMap(string gameMap, [NotNullWhen(true)] out GameMapPrototype? map)
{
return _prototypeManager.TryIndex(gameMap, out map);
}
if (TryLookupMap(value, out var map))
_currentMap = map;
else
throw new ArgumentException($"Unknown map prototype {value} was selected!");
}, true);
_configurationManager.OnValueChanged(CCVars.GameMapForced, value => _currentMapForced = value, true);
}
}
public IEnumerable<GameMapPrototype> CurrentlyEligibleMaps()
{
var maps = AllVotableMaps().Where(IsMapEligible).ToArray();
return maps.Length == 0 ? AllMaps().Where(x => x.Fallback) : maps;
}
public IEnumerable<GameMapPrototype> AllVotableMaps()
{
return _prototypeManager.EnumeratePrototypes<GameMapPrototype>().Where(x => x.Votable);
}
public IEnumerable<GameMapPrototype> AllMaps()
{
return _prototypeManager.EnumeratePrototypes<GameMapPrototype>();
}
public bool TrySelectMap(string gameMap)
{
if (!TryLookupMap(gameMap, out var map) || !IsMapEligible(map)) return false;
_currentMap = map;
_currentMapForced = false;
return true;
}
public void ForceSelectMap(string gameMap)
{
if (!TryLookupMap(gameMap, out var map))
throw new ArgumentException($"The map \"{gameMap}\" is invalid!");
_currentMap = map;
_currentMapForced = true;
}
public void SelectRandomMap()
{
var maps = CurrentlyEligibleMaps().ToList();
_random.Shuffle(maps);
_currentMap = maps[0];
_currentMapForced = false;
}
public GameMapPrototype GetSelectedMap()
{
return _currentMap;
}
public GameMapPrototype GetSelectedMapChecked(bool loud = false)
{
if (!_currentMapForced && !IsMapEligible(GetSelectedMap()))
{
var oldMap = GetSelectedMap().MapName;
SelectRandomMap();
if (loud)
{
_chatManager.DispatchServerAnnouncement(
Loc.GetString("gamemap-could-not-use-map-error",
("oldMap", oldMap), ("newMap", GetSelectedMap().MapName)
));
}
}
return GetSelectedMap();
}
public bool CheckMapExists(string gameMap)
{
return TryLookupMap(gameMap, out _);
}
private bool IsMapEligible(GameMapPrototype map)
{
return map.MaxPlayers >= _playerManager.PlayerCount && map.MinPlayers <= _playerManager.PlayerCount;
}
private bool TryLookupMap(string gameMap, [NotNullWhen(true)] out GameMapPrototype? map)
{
return _prototypeManager.TryIndex(gameMap, out map);
}
}

View File

@@ -1,53 +1,70 @@
using System.Collections.Generic;
using Content.Shared.Roles;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.Dictionary;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.List;
using Robust.Shared.ViewVariables;
namespace Content.Server.Maps
namespace Content.Server.Maps;
/// <summary>
/// Prototype data for a game map.
/// </summary>
[Prototype("gameMap")]
public class GameMapPrototype : IPrototype
{
/// <inheritdoc/>
[DataField("id", required: true)]
public string ID { get; } = default!;
/// <summary>
/// Prototype data for a game map.
/// Minimum players for the given map.
/// </summary>
[Prototype("gameMap")]
public class GameMapPrototype : IPrototype
{
/// <inheritdoc/>
[ViewVariables, DataField("id", required: true)]
public string ID { get; } = default!;
[DataField("minPlayers", required: true)]
public uint MinPlayers { get; }
/// <summary>
/// Minimum players for the given map.
/// </summary>
[ViewVariables, DataField("minPlayers", required: true)]
public uint MinPlayers { get; }
/// <summary>
/// Maximum players for the given map.
/// </summary>
[DataField("maxPlayers")]
public uint MaxPlayers { get; } = uint.MaxValue;
/// <summary>
/// Maximum players for the given map.
/// </summary>
[ViewVariables, DataField("maxPlayers")]
public uint MaxPlayers { get; } = uint.MaxValue;
/// <summary>
/// Name of the given map.
/// </summary>
[DataField("mapName", required: true)]
public string MapName { get; } = default!;
/// <summary>
/// Name of the given map.
/// </summary>
[ViewVariables, DataField("mapName", required: true)]
public string MapName { get; } = default!;
/// <summary>
/// Relative directory path to the given map, i.e. `Maps/saltern.yml`
/// </summary>
[DataField("mapPath", required: true)]
public string MapPath { get; } = default!;
/// <summary>
/// Relative directory path to the given map, i.e. `Maps/saltern.yml`
/// </summary>
[ViewVariables, DataField("mapPath", required: true)]
public string MapPath { get; } = default!;
/// <summary>
/// Controls if the map can be used as a fallback if no maps are eligible.
/// </summary>
[DataField("fallback")]
public bool Fallback { get; }
/// <summary>
/// Controls if the map can be used as a fallback if no maps are eligible.
/// </summary>
[ViewVariables, DataField("fallback")]
public bool Fallback { get; }
/// <summary>
/// Controls if the map can be voted for.
/// </summary>
[DataField("votable")]
public bool Votable { get; } = true;
/// <summary>
/// Controls if the map can be voted for.
/// </summary>
[ViewVariables, DataField("votable")]
public bool Votable { get; } = true;
}
/// <summary>
/// Jobs used at round start should the station run out of job slots.
/// Doesn't necessarily mean the station has infinite slots for the given jobs midround!
/// </summary>
[DataField("overflowJobs", required: true, customTypeSerializer:typeof(PrototypeIdListSerializer<JobPrototype>))]
public List<string> OverflowJobs { get; } = default!;
/// <summary>
/// Index of all jobs available on the station, of form
/// jobname: [roundstart, midround]
/// </summary>
[DataField("availableJobs", required: true, customTypeSerializer:typeof(PrototypeIdDictionarySerializer<List<int>, JobPrototype>))]
public Dictionary<string, List<int>> AvailableJobs { get; } = default!;
}

View File

@@ -1,68 +1,67 @@
using System.Collections.Generic;
namespace Content.Server.Maps
namespace Content.Server.Maps;
/// <summary>
/// Manages which station map will be used for the next round.
/// </summary>
public interface IGameMapManager
{
void Initialize();
/// <summary>
/// Manages which station map will be used for the next round.
/// Returns all maps eligible to be played right now.
/// </summary>
public interface IGameMapManager
{
void Initialize();
/// <returns>enumerator of map prototypes</returns>
IEnumerable<GameMapPrototype> CurrentlyEligibleMaps();
/// <summary>
/// Returns all maps eligible to be played right now.
/// </summary>
/// <returns>enumerator of map prototypes</returns>
IEnumerable<GameMapPrototype> CurrentlyEligibleMaps();
/// <summary>
/// Returns all maps that can be voted for.
/// </summary>
/// <returns>enumerator of map prototypes</returns>
IEnumerable<GameMapPrototype> AllVotableMaps();
/// <summary>
/// Returns all maps that can be voted for.
/// </summary>
/// <returns>enumerator of map prototypes</returns>
IEnumerable<GameMapPrototype> AllVotableMaps();
/// <summary>
/// Returns all maps.
/// </summary>
/// <returns>enumerator of map prototypes</returns>
IEnumerable<GameMapPrototype> AllMaps();
/// <summary>
/// Returns all maps.
/// </summary>
/// <returns>enumerator of map prototypes</returns>
IEnumerable<GameMapPrototype> AllMaps();
/// <summary>
/// Attempts to select the given map.
/// </summary>
/// <param name="gameMap">map prototype</param>
/// <returns>success or failure</returns>
bool TrySelectMap(string gameMap);
/// <summary>
/// Attempts to select the given map.
/// </summary>
/// <param name="gameMap">map prototype</param>
/// <returns>success or failure</returns>
bool TrySelectMap(string gameMap);
/// <summary>
/// Forces the given map, making sure the game map manager won't reselect if conditions are no longer met at round restart.
/// </summary>
/// <param name="gameMap">map prototype</param>
/// <returns>success or failure</returns>
void ForceSelectMap(string gameMap);
/// <summary>
/// Forces the given map, making sure the game map manager won't reselect if conditions are no longer met at round restart.
/// </summary>
/// <param name="gameMap">map prototype</param>
/// <returns>success or failure</returns>
void ForceSelectMap(string gameMap);
/// <summary>
/// Selects a random map.
/// </summary>
void SelectRandomMap();
/// <summary>
/// Selects a random map.
/// </summary>
void SelectRandomMap();
/// <summary>
/// Gets the currently selected map, without double-checking if it can be used.
/// </summary>
/// <returns>selected map</returns>
GameMapPrototype GetSelectedMap();
/// <summary>
/// Gets the currently selected map, without double-checking if it can be used.
/// </summary>
/// <returns>selected map</returns>
GameMapPrototype GetSelectedMap();
/// <summary>
/// Gets the currently selected map, double-checking if it can be used.
/// </summary>
/// <returns>selected map</returns>
GameMapPrototype GetSelectedMapChecked(bool loud = false);
/// <summary>
/// Gets the currently selected map, double-checking if it can be used.
/// </summary>
/// <returns>selected map</returns>
GameMapPrototype GetSelectedMapChecked(bool loud = false);
/// <summary>
/// Checks if the given map exists
/// </summary>
/// <param name="gameMap">name of the map</param>
/// <returns>existence</returns>
bool CheckMapExists(string gameMap);
}
}
/// <summary>
/// Checks if the given map exists
/// </summary>
/// <param name="gameMap">name of the map</param>
/// <returns>existence</returns>
bool CheckMapExists(string gameMap);
}

View File

@@ -0,0 +1,13 @@
using Content.Shared.Station;
using Robust.Shared.Analyzers;
using Robust.Shared.GameObjects;
namespace Content.Server.Station;
[RegisterComponent, Friend(typeof(StationSystem))]
public class StationComponent : Component
{
public override string Name => "Station";
public StationId Station = StationId.Invalid;
}

View File

@@ -0,0 +1,165 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Content.Server.GameTicking;
using Content.Server.Maps;
using Content.Shared.Station;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Log;
namespace Content.Server.Station;
/// <summary>
/// System that manages the jobs available on a station, and maybe other things later.
/// </summary>
public class StationSystem : EntitySystem
{
[Dependency] private GameTicker _gameTicker = default!;
private uint _idCounter = 1;
private Dictionary<StationId, StationInfoData> _stationInfo = new();
/// <summary>
/// List of stations for the current round.
/// </summary>
public IReadOnlyDictionary<StationId, StationInfoData> StationInfo => _stationInfo;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<GameRunLevelChangedEvent>(OnRoundEnd);
}
/// <summary>
/// Cleans up station info.
/// </summary>
private void OnRoundEnd(GameRunLevelChangedEvent eventArgs)
{
if (eventArgs.New == GameRunLevel.PostRound)
_stationInfo = new();
}
public class StationInfoData
{
public readonly string Name;
/// <summary>
/// Job list associated with the game map.
/// </summary>
public readonly GameMapPrototype MapPrototype;
/// <summary>
/// The round job list.
/// </summary>
private readonly Dictionary<string, int> _jobList;
public IReadOnlyDictionary<string, int> JobList => _jobList;
public StationInfoData(string name, GameMapPrototype mapPrototype, Dictionary<string, int> jobList)
{
Name = name;
MapPrototype = mapPrototype;
_jobList = jobList;
}
public bool TryAssignJob(string jobName)
{
if (_jobList.ContainsKey(jobName))
{
switch (_jobList[jobName])
{
case > 0:
_jobList[jobName]--;
return true;
case -1:
return true;
default:
return false;
}
}
else
{
return false;
}
}
}
/// <summary>
/// Creates a new station and attaches it to the given grid.
/// </summary>
/// <param name="mapGrid">grid to attach to</param>
/// <param name="mapPrototype">game map prototype of the station</param>
/// <param name="stationName">name of the station to assign, if not the default</param>
/// <param name="gridComponent">optional grid component of the grid.</param>
/// <returns>The ID of the resulting station</returns>
/// <exception cref="ArgumentException">Thrown when the given entity is not a grid.</exception>
public StationId InitialSetupStationGrid(EntityUid mapGrid, GameMapPrototype mapPrototype, string? stationName = null, IMapGridComponent? gridComponent = null)
{
if (!Resolve(mapGrid, ref gridComponent))
throw new ArgumentException("Tried to initialize a station on a non-grid entity!");
var jobListDict = mapPrototype.AvailableJobs.ToDictionary(x => x.Key, x => x.Value[1]);
var id = AllocateStationInfo();
_stationInfo[id] = new StationInfoData(stationName ?? mapPrototype.MapName, mapPrototype, jobListDict);
var station = EntityManager.AddComponent<StationComponent>(mapGrid);
station.Station = id;
_gameTicker.UpdateJobsAvailable(); // new station means new jobs, tell any lobby-goers.
Logger.InfoS("stations",
$"Setting up new {mapPrototype.ID} called {mapPrototype.MapName} on grid {mapGrid}:{gridComponent.GridIndex}");
return id;
}
/// <summary>
/// Adds the given grid to the given station.
/// </summary>
/// <param name="mapGrid">grid to attach</param>
/// <param name="station">station to attach the grid to</param>
/// <param name="gridComponent">optional grid component of the grid.</param>
/// <exception cref="ArgumentException">Thrown when the given entity is not a grid.</exception>
public void AddGridToStation(EntityUid mapGrid, StationId station, IMapGridComponent? gridComponent = null)
{
if (!Resolve(mapGrid, ref gridComponent))
throw new ArgumentException("Tried to initialize a station on a non-grid entity!");
var stationComponent = EntityManager.AddComponent<StationComponent>(mapGrid);
stationComponent.Station = station;
Logger.InfoS("stations", $"Adding grid {mapGrid}:{gridComponent.GridIndex} to station {station} named {_stationInfo[station].Name}");
}
/// <summary>
/// Attempts to assign a job on the given station.
/// </summary>
/// <param name="stationId">station to assign to</param>
/// <param name="jobName">name of the job</param>
/// <returns>assignment success</returns>
public bool TryAssignJobToStation(StationId stationId, string jobName)
{
if (stationId != StationId.Invalid)
return _stationInfo[stationId].TryAssignJob(jobName);
else
return false;
}
/// <summary>
/// Checks if the given job is available.
/// </summary>
/// <param name="stationId">station to check</param>
/// <param name="jobName">name of the job</param>
/// <returns>job availability</returns>
public bool IsJobAvailableOnStation(StationId stationId, string jobName)
{
if (_stationInfo[stationId].JobList.TryGetValue(jobName, out var amount))
return amount != 0;
return false;
}
private StationId AllocateStationInfo()
{
return new StationId(_idCounter++);
}
}

View File

@@ -1,7 +1,8 @@
using Content.Server.Atmos.Components;
using System.Linq;
using Content.Server.Atmos.EntitySystems;
using Content.Server.GameTicking;
using Content.Server.Station;
using Content.Shared.Atmos;
using Content.Shared.Station;
using Robust.Shared.Audio;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
@@ -15,6 +16,9 @@ namespace Content.Server.StationEvents.Events
{
internal sealed class GasLeak : StationEvent
{
[Dependency] private IRobustRandom _robustRandom = default!;
[Dependency] private IEntityManager _entityManager = default!;
public override string Name => "GasLeak";
public override string? StartAnnouncement =>
@@ -56,6 +60,8 @@ namespace Content.Server.StationEvents.Events
// Event variables
private StationId _targetStation;
private IEntity? _targetGrid;
private Vector2i _targetTile;
@@ -84,17 +90,16 @@ namespace Content.Server.StationEvents.Events
public override void Startup()
{
base.Startup();
var robustRandom = IoCManager.Resolve<IRobustRandom>();
// Essentially we'll pick out a target amount of gas to leak, then a rate to leak it at, then work out the duration from there.
if (TryFindRandomTile(out _targetTile, robustRandom))
if (TryFindRandomTile(out _targetTile))
{
_foundTile = true;
_leakGas = robustRandom.Pick(LeakableGases);
_leakGas = _robustRandom.Pick(LeakableGases);
// Was 50-50 on using normal distribution.
var totalGas = (float) robustRandom.Next(MinimumGas, MaximumGas);
_molesPerSecond = robustRandom.Next(MinimumMolesPerSecond, MaximumMolesPerSecond);
var totalGas = (float) _robustRandom.Next(MinimumGas, MaximumGas);
_molesPerSecond = _robustRandom.Next(MinimumMolesPerSecond, MaximumMolesPerSecond);
EndAfter = totalGas / _molesPerSecond + StartAfter;
Logger.InfoS("stationevents", $"Leaking {totalGas} of {_leakGas} over {EndAfter - StartAfter} seconds at {_targetTile}");
}
@@ -147,8 +152,7 @@ namespace Content.Server.StationEvents.Events
private void Spark()
{
var atmosphereSystem = EntitySystem.Get<AtmosphereSystem>();
var robustRandom = IoCManager.Resolve<IRobustRandom>();
if (robustRandom.NextFloat() <= SparkChance)
if (_robustRandom.NextFloat() <= SparkChance)
{
if (!_foundTile ||
_targetGrid == null ||
@@ -165,27 +169,31 @@ namespace Content.Server.StationEvents.Events
}
}
private bool TryFindRandomTile(out Vector2i tile, IRobustRandom? robustRandom = null)
private bool TryFindRandomTile(out Vector2i tile)
{
tile = default;
var defaultGridId = EntitySystem.Get<GameTicker>().DefaultGridId;
if (!IoCManager.Resolve<IMapManager>().TryGetGrid(defaultGridId, out var grid) ||
!IoCManager.Resolve<IEntityManager>().TryGetEntity(grid.GridEntityId, out _targetGrid)) return false;
_targetStation = _robustRandom.Pick(_entityManager.EntityQuery<StationComponent>().ToArray()).Station;
var possibleTargets = _entityManager.EntityQuery<StationComponent>()
.Where(x => x.Station == _targetStation).ToArray();
_targetGrid = _robustRandom.Pick(possibleTargets).Owner;
if (!_entityManager.TryGetComponent<IMapGridComponent>(_targetGrid!.Uid, out var gridComp))
return false;
var grid = gridComp.Grid;
var atmosphereSystem = EntitySystem.Get<AtmosphereSystem>();
robustRandom ??= IoCManager.Resolve<IRobustRandom>();
var found = false;
var gridBounds = grid.WorldBounds;
var gridPos = grid.WorldPosition;
for (var i = 0; i < 10; i++)
{
var randomX = robustRandom.Next((int) gridBounds.Left, (int) gridBounds.Right);
var randomY = robustRandom.Next((int) gridBounds.Bottom, (int) gridBounds.Top);
var randomX = _robustRandom.Next((int) gridBounds.Left, (int) gridBounds.Right);
var randomY = _robustRandom.Next((int) gridBounds.Bottom, (int) gridBounds.Top);
tile = new Vector2i(randomX - (int) gridPos.X, randomY - (int) gridPos.Y);
if (atmosphereSystem.IsTileSpace(defaultGridId, tile) || atmosphereSystem.IsTileAirBlocked(defaultGridId, tile)) continue;
if (atmosphereSystem.IsTileSpace(grid, tile) || atmosphereSystem.IsTileAirBlocked(grid, tile)) continue;
found = true;
_targetCoords = grid.GridTileToLocal(tile);
break;

View File

@@ -1,6 +1,8 @@
using Content.Server.GameTicking;
using System.Linq;
using Content.Server.Radiation;
using Content.Server.Station;
using Content.Shared.Coordinates;
using Content.Shared.Station;
using JetBrains.Annotations;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
@@ -29,6 +31,7 @@ namespace Content.Server.StationEvents.Events
private float _timeUntilPulse;
private const float MinPulseDelay = 0.2f;
private const float MaxPulseDelay = 0.8f;
private StationId _target = StationId.Invalid;
private void ResetTimeUntilPulse()
{
@@ -44,6 +47,7 @@ namespace Content.Server.StationEvents.Events
public override void Startup()
{
ResetTimeUntilPulse();
_target = _robustRandom.Pick(_entityManager.EntityQuery<StationComponent>().ToArray()).Station;
base.Startup();
}
@@ -63,12 +67,18 @@ namespace Content.Server.StationEvents.Events
if (_timeUntilPulse <= 0.0f)
{
var pauseManager = IoCManager.Resolve<IPauseManager>();
var defaultGrid = IoCManager.Resolve<IMapManager>().GetGrid(EntitySystem.Get<GameTicker>().DefaultGridId);
// Account for split stations by just randomly picking a piece of it.
var possibleTargets = _entityManager.EntityQuery<StationComponent>()
.Where(x => x.Station == _target).ToArray();
var stationEnt = _robustRandom.Pick(possibleTargets).OwnerUid;
if (pauseManager.IsGridPaused(defaultGrid))
if (!_entityManager.TryGetComponent<IMapGridComponent>(stationEnt, out var grid))
return;
SpawnPulse(defaultGrid);
if (pauseManager.IsGridPaused(grid.GridIndex))
return;
SpawnPulse(grid.Grid);
}
}