- Guaranteed spawns in salvage - Triple vein count - Made it so rocks only drop 1 as it's kinda whacky (I believe they still convert differently to bars).
418 lines
16 KiB
C#
418 lines
16 KiB
C#
using System.Linq;
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using System.Threading;
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using System.Threading.Tasks;
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using Content.Server.Atmos;
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using Content.Server.Atmos.Components;
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using Robust.Shared.CPUJob.JobQueues;
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using Content.Server.Ghost.Roles.Components;
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using Content.Server.Parallax;
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using Content.Server.Procedural;
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using Content.Server.Salvage.Expeditions;
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using Content.Server.Salvage.Expeditions.Structure;
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using Content.Shared.Atmos;
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using Content.Shared.Dataset;
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using Content.Shared.Gravity;
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using Content.Shared.Parallax.Biomes;
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using Content.Shared.Parallax.Biomes.Markers;
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using Content.Shared.Procedural;
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using Content.Shared.Procedural.Loot;
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using Content.Shared.Random;
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using Content.Shared.Random.Helpers;
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using Content.Shared.Salvage;
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using Content.Shared.Salvage.Expeditions;
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using Content.Shared.Salvage.Expeditions.Modifiers;
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using Content.Shared.Storage;
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using Robust.Shared.Map;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Noise;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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namespace Content.Server.Salvage;
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public sealed class SpawnSalvageMissionJob : Job<bool>
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{
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private readonly IEntityManager _entManager;
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private readonly IGameTiming _timing;
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private readonly IMapManager _mapManager;
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private readonly IPrototypeManager _prototypeManager;
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private readonly ITileDefinitionManager _tileDefManager;
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private readonly BiomeSystem _biome;
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private readonly DungeonSystem _dungeon;
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private readonly SalvageSystem _salvage;
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public readonly EntityUid Station;
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private readonly SalvageMissionParams _missionParams;
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public SpawnSalvageMissionJob(
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double maxTime,
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IEntityManager entManager,
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IGameTiming timing,
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IMapManager mapManager,
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IPrototypeManager protoManager,
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ITileDefinitionManager tileDefManager,
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BiomeSystem biome,
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DungeonSystem dungeon,
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SalvageSystem salvage,
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EntityUid station,
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SalvageMissionParams missionParams,
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CancellationToken cancellation = default) : base(maxTime, cancellation)
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{
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_entManager = entManager;
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_timing = timing;
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_mapManager = mapManager;
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_prototypeManager = protoManager;
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_tileDefManager = tileDefManager;
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_biome = biome;
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_dungeon = dungeon;
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_salvage = salvage;
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Station = station;
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_missionParams = missionParams;
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}
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protected override async Task<bool> Process()
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{
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Logger.DebugS("salvage", $"Spawning salvage mission with seed {_missionParams.Seed}");
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var config = _missionParams.MissionType;
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var mapId = _mapManager.CreateMap();
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var mapUid = _mapManager.GetMapEntityId(mapId);
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_mapManager.AddUninitializedMap(mapId);
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MetaDataComponent? metadata = null;
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var grid = _entManager.EnsureComponent<MapGridComponent>(mapUid);
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var random = new Random(_missionParams.Seed);
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// Setup mission configs
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// As we go through the config the rating will deplete so we'll go for most important to least important.
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var mission = _entManager.System<SharedSalvageSystem>()
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.GetMission(_missionParams.MissionType, _missionParams.Difficulty, _missionParams.Seed);
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var missionBiome = _prototypeManager.Index<SalvageBiomeMod>(mission.Biome);
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if (missionBiome.BiomePrototype != null)
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{
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var biome = _entManager.AddComponent<BiomeComponent>(mapUid);
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var biomeSystem = _entManager.System<BiomeSystem>();
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biomeSystem.SetTemplate(biome, _prototypeManager.Index<BiomeTemplatePrototype>(missionBiome.BiomePrototype));
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biomeSystem.SetSeed(biome, mission.Seed);
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_entManager.Dirty(biome);
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// Gravity
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var gravity = _entManager.EnsureComponent<GravityComponent>(mapUid);
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gravity.Enabled = true;
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_entManager.Dirty(gravity, metadata);
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// Atmos
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var atmos = _entManager.EnsureComponent<MapAtmosphereComponent>(mapUid);
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atmos.Space = false;
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var moles = new float[Atmospherics.AdjustedNumberOfGases];
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moles[(int) Gas.Oxygen] = 21.824779f;
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moles[(int) Gas.Nitrogen] = 82.10312f;
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atmos.Mixture = new GasMixture(2500)
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{
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Temperature = 293.15f,
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Moles = moles,
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};
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if (mission.Color != null)
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{
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var lighting = _entManager.EnsureComponent<MapLightComponent>(mapUid);
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lighting.AmbientLightColor = mission.Color.Value;
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_entManager.Dirty(lighting);
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}
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}
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_mapManager.DoMapInitialize(mapId);
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_mapManager.SetMapPaused(mapId, true);
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// Setup expedition
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var expedition = _entManager.AddComponent<SalvageExpeditionComponent>(mapUid);
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expedition.Station = Station;
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expedition.EndTime = _timing.CurTime + mission.Duration;
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expedition.MissionParams = _missionParams;
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// Don't want consoles to have the incorrect name until refreshed.
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var ftlUid = _entManager.CreateEntityUninitialized("FTLPoint", new EntityCoordinates(mapUid, Vector2.Zero));
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_entManager.GetComponent<MetaDataComponent>(ftlUid).EntityName = SharedSalvageSystem.GetFTLName(_prototypeManager.Index<DatasetPrototype>("names_borer"), _missionParams.Seed);
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_entManager.InitializeAndStartEntity(ftlUid);
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var landingPadRadius = 24;
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var minDungeonOffset = landingPadRadius + 4;
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// We'll use the dungeon rotation as the spawn angle
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var dungeonRotation = _dungeon.GetDungeonRotation(_missionParams.Seed);
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Dungeon dungeon = default!;
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if (config != SalvageMissionType.Mining)
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{
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var maxDungeonOffset = minDungeonOffset + 12;
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var dungeonOffsetDistance = minDungeonOffset + (maxDungeonOffset - minDungeonOffset) * random.NextFloat();
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var dungeonOffset = new Vector2(0f, dungeonOffsetDistance);
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dungeonOffset = dungeonRotation.RotateVec(dungeonOffset);
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var dungeonMod = _prototypeManager.Index<SalvageDungeonMod>(mission.Dungeon);
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var dungeonConfig = _prototypeManager.Index<DungeonConfigPrototype>(dungeonMod.Proto);
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dungeon =
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await WaitAsyncTask(_dungeon.GenerateDungeonAsync(dungeonConfig, mapUid, grid, (Vector2i) dungeonOffset,
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_missionParams.Seed));
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// Aborty
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if (dungeon.Rooms.Count == 0)
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{
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return false;
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}
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expedition.DungeonLocation = dungeonOffset;
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}
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List<Vector2i> reservedTiles = new();
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// Setup the landing pad
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var landingPadExtents = new Vector2i(landingPadRadius, landingPadRadius);
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var tiles = new List<(Vector2i Indices, Tile Tile)>(landingPadExtents.X * landingPadExtents.Y * 2);
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// Set the tiles themselves
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var landingTile = new Tile(_tileDefManager["FloorSteel"].TileId);
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foreach (var tile in grid.GetTilesIntersecting(new Circle(Vector2.Zero, landingPadRadius), false))
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{
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if (!_biome.TryGetBiomeTile(mapUid, grid, tile.GridIndices, out _))
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continue;
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tiles.Add((tile.GridIndices, landingTile));
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reservedTiles.Add(tile.GridIndices);
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}
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grid.SetTiles(tiles);
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// Mission setup
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switch (config)
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{
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case SalvageMissionType.Mining:
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await SetupMining(mission, mapUid);
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break;
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case SalvageMissionType.Destruction:
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await SetupStructure(mission, dungeon, mapUid, grid, random);
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break;
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case SalvageMissionType.Elimination:
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await SetupElimination(mission, dungeon, mapUid, grid, random);
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break;
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default:
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throw new NotImplementedException();
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}
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// Handle loot
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// We'll always add this loot if possible
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foreach (var lootProto in _prototypeManager.EnumeratePrototypes<SalvageLootPrototype>())
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{
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if (!lootProto.Guaranteed)
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continue;
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await SpawnDungeonLoot(dungeon, lootProto, mapUid, grid, random, reservedTiles);
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}
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foreach (var (loot, count) in mission.Loot)
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{
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for (var i = 0; i < count; i++)
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{
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var lootProto = _prototypeManager.Index<SalvageLootPrototype>(loot);
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await SpawnDungeonLoot(dungeon, lootProto, mapUid, grid, random, reservedTiles);
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}
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}
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return true;
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}
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private async Task SpawnDungeonLoot(Dungeon? dungeon, SalvageLootPrototype loot, EntityUid gridUid, MapGridComponent grid, Random random, List<Vector2i> reservedTiles)
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{
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for (var i = 0; i < loot.LootRules.Count; i++)
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{
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var rule = loot.LootRules[i];
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switch (rule)
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{
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case BiomeMarkerLoot biomeLoot:
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{
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if (_entManager.TryGetComponent<BiomeComponent>(gridUid, out var biome))
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{
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_biome.AddMarkerLayer(biome, biomeLoot.Prototype);
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}
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}
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break;
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case BiomeTemplateLoot biomeLoot:
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{
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if (_entManager.TryGetComponent<BiomeComponent>(gridUid, out var biome))
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{
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_biome.AddTemplate(biome, "Loot", _prototypeManager.Index<BiomeTemplatePrototype>(biomeLoot.Prototype), i);
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}
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}
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break;
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// Spawns a cluster (like an ore vein) nearby.
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case DungeonClusterLoot clusterLoot:
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await SpawnDungeonClusterLoot(dungeon!, clusterLoot, grid, random, reservedTiles);
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break;
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}
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}
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}
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#region Loot
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private async Task SpawnDungeonClusterLoot(
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Dungeon dungeon,
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DungeonClusterLoot loot,
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MapGridComponent grid,
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Random random,
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List<Vector2i> reservedTiles)
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{
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var spawnTiles = new HashSet<Vector2i>();
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for (var i = 0; i < loot.Points; i++)
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{
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var room = dungeon.Rooms[random.Next(dungeon.Rooms.Count)];
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var clusterAmount = loot.ClusterAmount;
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var spots = room.Tiles.ToList();
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random.Shuffle(spots);
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foreach (var spot in spots)
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{
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if (reservedTiles.Contains(spot))
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continue;
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var anchored = grid.GetAnchoredEntitiesEnumerator(spot);
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if (anchored.MoveNext(out _))
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{
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continue;
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}
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clusterAmount--;
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spawnTiles.Add(spot);
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if (clusterAmount == 0)
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break;
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}
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}
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foreach (var tile in spawnTiles)
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{
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await SuspendIfOutOfTime();
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var proto = _prototypeManager.Index<WeightedRandomPrototype>(loot.Prototype).Pick(random);
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_entManager.SpawnEntity(proto, grid.GridTileToLocal(tile));
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}
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}
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#endregion
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#region Mission Specific
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private async Task SetupMining(
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SalvageMission mission,
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EntityUid gridUid)
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{
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var faction = _prototypeManager.Index<SalvageFactionPrototype>(mission.Faction);
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if (_entManager.TryGetComponent<BiomeComponent>(gridUid, out var biome))
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{
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// TODO: Better
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for (var i = 0; i < _salvage.GetDifficulty(mission.Difficulty); i++)
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{
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_biome.AddMarkerLayer(biome, faction.Configs["Mining"]);
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}
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}
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}
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private async Task SetupStructure(
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SalvageMission mission,
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Dungeon dungeon,
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EntityUid gridUid,
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MapGridComponent grid,
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Random random)
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{
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var structureComp = _entManager.EnsureComponent<SalvageStructureExpeditionComponent>(gridUid);
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var availableRooms = dungeon.Rooms.ToList();
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var faction = _prototypeManager.Index<SalvageFactionPrototype>(mission.Faction);
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await SpawnMobsRandomRooms(mission, dungeon, faction, grid, random);
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var structureCount = _salvage.GetStructureCount(mission.Difficulty);
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var shaggy = faction.Configs["DefenseStructure"];
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// Spawn the objectives
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for (var i = 0; i < structureCount; i++)
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{
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var structureRoom = availableRooms[random.Next(availableRooms.Count)];
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var spawnTile = structureRoom.Tiles.ElementAt(random.Next(structureRoom.Tiles.Count));
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var uid = _entManager.SpawnEntity(shaggy, grid.GridTileToLocal(spawnTile));
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_entManager.AddComponent<SalvageStructureComponent>(uid);
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structureComp.Structures.Add(uid);
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}
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}
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private async Task SetupElimination(
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SalvageMission mission,
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Dungeon dungeon,
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EntityUid gridUid,
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MapGridComponent grid,
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Random random)
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{
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// spawn megafauna in a random place
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var roomIndex = random.Next(dungeon.Rooms.Count);
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var room = dungeon.Rooms[roomIndex];
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var tile = room.Tiles.ElementAt(random.Next(room.Tiles.Count));
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var position = grid.GridTileToLocal(tile);
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var faction = _prototypeManager.Index<SalvageFactionPrototype>(mission.Faction);
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var prototype = faction.Configs["Megafauna"];
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var uid = _entManager.SpawnEntity(prototype, position);
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// not removing ghost role since its 1 megafauna, expect that you won't be able to cheese it.
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var eliminationComp = _entManager.EnsureComponent<SalvageEliminationExpeditionComponent>(gridUid);
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eliminationComp.Megafauna.Add(uid);
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// spawn less mobs than usual since there's megafauna to deal with too
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await SpawnMobsRandomRooms(mission, dungeon, faction, grid, random, 0.5f);
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}
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private async Task SpawnMobsRandomRooms(SalvageMission mission, Dungeon dungeon, SalvageFactionPrototype faction, MapGridComponent grid, Random random, float scale = 1f)
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{
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// scale affects how many groups are spawned, not the size of the groups themselves
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var groupSpawns = _salvage.GetSpawnCount(mission.Difficulty) * scale;
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var groupSum = faction.MobGroups.Sum(o => o.Prob);
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for (var i = 0; i < groupSpawns; i++)
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{
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var roll = random.NextFloat() * groupSum;
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var value = 0f;
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foreach (var group in faction.MobGroups)
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{
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value += group.Prob;
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if (value < roll)
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continue;
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var mobGroupIndex = random.Next(faction.MobGroups.Count);
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var mobGroup = faction.MobGroups[mobGroupIndex];
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var spawnRoomIndex = random.Next(dungeon.Rooms.Count);
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var spawnRoom = dungeon.Rooms[spawnRoomIndex];
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var spawnTile = spawnRoom.Tiles.ElementAt(random.Next(spawnRoom.Tiles.Count));
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var spawnPosition = grid.GridTileToLocal(spawnTile);
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foreach (var entry in EntitySpawnCollection.GetSpawns(mobGroup.Entries, random))
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{
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var uid = _entManager.CreateEntityUninitialized(entry, spawnPosition);
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_entManager.RemoveComponent<GhostTakeoverAvailableComponent>(uid);
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_entManager.RemoveComponent<GhostRoleComponent>(uid);
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_entManager.InitializeAndStartEntity(uid);
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}
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await SuspendIfOutOfTime();
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break;
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}
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}
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}
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#endregion
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}
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