Files
OldThink/Content.Server/Station/StationSystem.cs
2022-04-15 14:35:58 -07:00

277 lines
9.8 KiB
C#

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.Configuration;
using Robust.Shared.Map;
using Robust.Shared.Random;
using Robust.Shared.Utility;
namespace Content.Server.Station;
/// <summary>
/// System that manages the jobs available on a station, and maybe other things later.
/// </summary>
public sealed class StationSystem : EntitySystem
{
[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 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()
{
_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>
/// Cleans up station info.
/// </summary>
private void OnRoundEnd(GameRunLevelChangedEvent eventArgs)
{
if (eventArgs.New == GameRunLevel.PreRoundLobby)
_stationInfo = new();
}
public sealed class StationInfoData
{
public 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;
}
}
public bool AdjustJobAmount(string jobName, int amount)
{
DebugTools.Assert(amount >= -1);
_jobList[jobName] = amount;
return true;
}
}
/// <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 ?? _gameMapManager.GenerateMapName(mapPrototype), mapPrototype, jobListDict);
var station = EntityManager.AddComponent<StationComponent>(mapGrid);
station.Station = id;
_gameTicker.UpdateJobsAvailable(); // new station means new jobs, tell any lobby-goers.
_sawmill.Info($"Setting up new {mapPrototype.ID} called {_stationInfo[id].Name} 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;
_sawmill.Info( $"Adding grid {mapGrid}:{gridComponent.GridIndex} to station {station} named {_stationInfo[station].Name}");
}
/// <summary>
/// Attempts to assign a job on the given station.
/// Does NOT inform the gameticker that the job roster has changed.
/// </summary>
/// <param name="stationId">station to assign to</param>
/// <param name="job">name of the job</param>
/// <returns>assignment success</returns>
public bool TryAssignJobToStation(StationId stationId, JobPrototype job)
{
if (stationId != StationId.Invalid)
return _stationInfo[stationId].TryAssignJob(job.ID);
else
return false;
}
/// <summary>
/// Checks if the given job is available.
/// </summary>
/// <param name="stationId">station to check</param>
/// <param name="job">name of the job</param>
/// <returns>job availability</returns>
public bool IsJobAvailableOnStation(StationId stationId, JobPrototype job)
{
if (_stationInfo[stationId].JobList.TryGetValue(job.ID, out var amount))
return amount != 0;
return false;
}
private StationId AllocateStationInfo()
{
return new StationId(_idCounter++);
}
public bool AdjustJobsAvailableOnStation(StationId stationId, JobPrototype job, int amount)
{
var ret = _stationInfo[stationId].AdjustJobAmount(job.ID, amount);
_gameTicker.UpdateJobsAvailable();
return ret;
}
public void RenameStation(StationId stationId, string name, bool loud = true)
{
var oldName = _stationInfo[stationId].Name;
_stationInfo[stationId].Name = name;
if (loud)
{
_chatManager.DispatchStationAnnouncement($"The station {oldName} has been renamed to {name}.");
}
// Make sure lobby gets the memo.
_gameTicker.UpdateJobsAvailable();
}
}