Expeditions rework (#18960)
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@@ -1,9 +1,13 @@
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using System.Linq;
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using Content.Shared.CCVar;
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using Content.Shared.Dataset;
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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.Expeditions;
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using Content.Shared.Salvage.Expeditions.Modifiers;
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using Robust.Shared.Configuration;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Serialization;
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@@ -13,73 +17,14 @@ namespace Content.Shared.Salvage;
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public abstract class SharedSalvageSystem : EntitySystem
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{
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[Dependency] private readonly ILocalizationManager _loc = default!;
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[Dependency] protected readonly IConfigurationManager CfgManager = default!;
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[Dependency] private readonly IPrototypeManager _proto = default!;
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#region Descriptions
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public string GetMissionDescription(SalvageMission mission)
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{
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// Hardcoded in coooooz it's dynamic based on difficulty and I'm lazy.
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switch (mission.Mission)
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{
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case SalvageMissionType.Mining:
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// Taxation: , ("tax", $"{GetMiningTax(mission.Difficulty) * 100f:0}")
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return Loc.GetString("salvage-expedition-desc-mining");
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case SalvageMissionType.Destruction:
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var proto = _proto.Index<SalvageFactionPrototype>(mission.Faction).Configs["DefenseStructure"];
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return Loc.GetString("salvage-expedition-desc-structure",
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("count", GetStructureCount(mission.Difficulty)),
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("structure", _loc.GetEntityData(proto).Name));
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case SalvageMissionType.Elimination:
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return Loc.GetString("salvage-expedition-desc-elimination");
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default:
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throw new NotImplementedException();
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}
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}
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public float GetMiningTax(DifficultyRating baseRating)
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{
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return 0.6f + (int) baseRating * 0.05f;
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}
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/// <summary>
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/// Gets the amount of structures to destroy.
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/// Main loot table for salvage expeditions.
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/// </summary>
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public int GetStructureCount(DifficultyRating baseRating)
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{
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return 1 + (int) baseRating * 2;
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}
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#endregion
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public int GetDifficulty(DifficultyRating rating)
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{
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switch (rating)
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{
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case DifficultyRating.Minimal:
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return 1;
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case DifficultyRating.Minor:
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return 2;
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case DifficultyRating.Moderate:
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return 4;
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case DifficultyRating.Hazardous:
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return 8;
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case DifficultyRating.Extreme:
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return 16;
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default:
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throw new ArgumentOutOfRangeException(nameof(rating), rating, null);
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}
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}
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/// <summary>
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/// How many groups of mobs to spawn for a mission.
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/// </summary>
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public float GetSpawnCount(DifficultyRating difficulty)
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{
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return (int) difficulty * 2;
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}
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[ValidatePrototypeId<SalvageLootPrototype>]
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public const string ExpeditionsLootProto = "SalvageLoot";
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public static string GetFTLName(DatasetPrototype dataset, int seed)
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{
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@@ -87,51 +32,45 @@ public abstract class SharedSalvageSystem : EntitySystem
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return $"{dataset.Values[random.Next(dataset.Values.Count)]}-{random.Next(10, 100)}-{(char) (65 + random.Next(26))}";
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}
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public SalvageMission GetMission(SalvageMissionType config, DifficultyRating difficulty, int seed)
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public SalvageMission GetMission(SalvageDifficultyPrototype difficulty, int seed)
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{
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// This is on shared to ensure the client display for missions and what the server generates are consistent
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var rating = (float) GetDifficulty(difficulty);
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// Don't want easy missions to have any negative modifiers but also want
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// easy to be a 1 for difficulty.
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rating -= 1f;
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var modifierBudget = difficulty.ModifierBudget;
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var rand = new System.Random(seed);
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var faction = GetMod<SalvageFactionPrototype>(rand, ref rating);
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var biome = GetMod<SalvageBiomeMod>(rand, ref rating);
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var dungeon = GetBiomeMod<SalvageDungeonMod>(biome.ID, rand, ref rating);
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// Run budget in order of priority
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// - Biome
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// - Lighting
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// - Atmos
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var biome = GetMod<SalvageBiomeModPrototype>(rand, ref modifierBudget);
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var light = GetBiomeMod<SalvageLightMod>(biome.ID, rand, ref modifierBudget);
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var temp = GetBiomeMod<SalvageTemperatureMod>(biome.ID, rand, ref modifierBudget);
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var air = GetBiomeMod<SalvageAirMod>(biome.ID, rand, ref modifierBudget);
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var dungeon = GetBiomeMod<SalvageDungeonModPrototype>(biome.ID, rand, ref modifierBudget);
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var factionProtos = _proto.EnumeratePrototypes<SalvageFactionPrototype>().ToList();
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var faction = factionProtos[rand.Next(factionProtos.Count)];
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var mods = new List<string>();
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var air = GetBiomeMod<SalvageAirMod>(biome.ID, rand, ref rating);
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if (air.Description != string.Empty)
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{
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mods.Add(air.Description);
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}
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// only show the description if there is an atmosphere since wont matter otherwise
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var temp = GetBiomeMod<SalvageTemperatureMod>(biome.ID, rand, ref rating);
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if (temp.Description != string.Empty && !air.Space)
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{
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mods.Add(temp.Description);
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}
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var light = GetBiomeMod<SalvageLightMod>(biome.ID, rand, ref rating);
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if (light.Description != string.Empty)
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{
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mods.Add(light.Description);
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}
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var time = GetMod<SalvageTimeMod>(rand, ref rating);
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// Round the duration to nearest 15 seconds.
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var exactDuration = MathHelper.Lerp(time.MinDuration, time.MaxDuration, rand.NextFloat());
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exactDuration = MathF.Round(exactDuration / 15f) * 15f;
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var duration = TimeSpan.FromSeconds(exactDuration);
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var duration = TimeSpan.FromSeconds(CfgManager.GetCVar(CCVars.SalvageExpeditionDuration));
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if (time.Description != string.Empty)
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{
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mods.Add(time.Description);
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}
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var rewards = GetRewards(difficulty, rand);
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return new SalvageMission(seed, difficulty, dungeon.ID, faction.ID, config, biome.ID, air.ID, temp.Temperature, light.Color, duration, rewards, mods);
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return new SalvageMission(seed, dungeon.ID, faction.ID, biome.ID, air.ID, temp.Temperature, light.Color, duration, mods);
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}
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public T GetBiomeMod<T>(string biome, System.Random rand, ref float rating) where T : class, IPrototype, IBiomeSpecificMod
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@@ -171,72 +110,5 @@ public abstract class SharedSalvageSystem : EntitySystem
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throw new InvalidOperationException();
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}
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private List<string> GetRewards(DifficultyRating difficulty, System.Random rand)
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{
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var rewards = new List<string>(3);
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var ids = RewardsForDifficulty(difficulty);
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foreach (var id in ids)
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{
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// pick a random reward to give
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var weights = _proto.Index<WeightedRandomEntityPrototype>(id);
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rewards.Add(weights.Pick(rand));
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}
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return rewards;
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}
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/// <summary>
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/// Get a list of WeightedRandomEntityPrototype IDs with the rewards for a certain difficulty.
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/// </summary>
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private string[] RewardsForDifficulty(DifficultyRating rating)
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{
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var common = "SalvageRewardCommon";
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var rare = "SalvageRewardRare";
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var epic = "SalvageRewardEpic";
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switch (rating)
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{
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case DifficultyRating.Minimal:
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return new string[] { common, common, common };
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case DifficultyRating.Minor:
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return new string[] { common, common, rare };
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case DifficultyRating.Moderate:
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return new string[] { common, rare, rare };
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case DifficultyRating.Hazardous:
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return new string[] { rare, rare, rare, epic };
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case DifficultyRating.Extreme:
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return new string[] { rare, rare, epic, epic, epic };
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default:
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throw new NotImplementedException();
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}
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}
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}
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[Serializable, NetSerializable]
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public enum SalvageMissionType : byte
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{
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/// <summary>
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/// No dungeon, just ore loot and random mob spawns.
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/// </summary>
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Mining,
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/// <summary>
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/// Destroy the specified structures in a dungeon.
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/// </summary>
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Destruction,
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/// <summary>
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/// Kill a large creature in a dungeon.
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/// </summary>
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Elimination,
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}
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[Serializable, NetSerializable]
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public enum DifficultyRating : byte
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{
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Minimal,
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Minor,
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Moderate,
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Hazardous,
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Extreme,
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}
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