refactor event schedulers to use explicit game rules (#29320)

* works, still has testing values, im sure I did stupid shit.

* shitvent crapfactor

* snap extra word out of existence

* shit I died of old

* remove useless inaccurate design comments

* Oopsie, handle requirement params in RandomRuleSystem too

* I'm a slash slinging hasher

* Address reviews, add admin alerts I forgor

* EntityMan saves the day

* address reviews 1

* eh, I actually don't care about the cargo gifts thing.

* started

* Do reviews

* you actually meant 1.2 lmao

* dependency inheritance is a fickle bitch

* I have no idea.

* Threads are for sheets not computers.

* fix traitor rule test

* fix round type tattling

* break things

* It worky

* Toolshed makes we want to drink depresso.

* Finished?

* remove debug values

* timings

* use defaults

* alphabetize

* bobby drop tables

* Float required fr fr

* continue

* more continence

* uno mas

* obsolution

* cleanup and documentations

* Yell at self

* use the right value defaults

* housekeeping
This commit is contained in:
IProduceWidgets
2024-08-14 01:21:01 -04:00
committed by GitHub
parent 58a33b2593
commit 07ec00ed05
21 changed files with 600 additions and 241 deletions

View File

@@ -2,11 +2,12 @@ using System.Linq;
using Content.Server.Administration;
using Content.Server.GameTicking;
using Content.Server.GameTicking.Rules;
using Content.Server.GameTicking.Rules.Components;
using Content.Server.StationEvents.Components;
using Content.Shared.Administration;
using Content.Shared.EntityTable;
using Content.Shared.GameTicking.Components;
using JetBrains.Annotations;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Toolshed;
using Robust.Shared.Utility;
@@ -23,13 +24,17 @@ namespace Content.Server.StationEvents
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly EventManagerSystem _event = default!;
public const float MinEventTime = 60 * 3;
public const float MaxEventTime = 60 * 10;
protected override void Started(EntityUid uid, BasicStationEventSchedulerComponent component, GameRuleComponent gameRule,
GameRuleStartedEvent args)
{
// A little starting variance so schedulers dont all proc at once.
component.TimeUntilNextEvent = RobustRandom.NextFloat(component.MinimumTimeUntilFirstEvent, component.MinimumTimeUntilFirstEvent + 120);
}
protected override void Ended(EntityUid uid, BasicStationEventSchedulerComponent component, GameRuleComponent gameRule,
GameRuleEndedEvent args)
{
component.TimeUntilNextEvent = BasicStationEventSchedulerComponent.MinimumTimeUntilFirstEvent;
component.TimeUntilNextEvent = component.MinimumTimeUntilFirstEvent;
}
@@ -49,10 +54,10 @@ namespace Content.Server.StationEvents
if (eventScheduler.TimeUntilNextEvent > 0)
{
eventScheduler.TimeUntilNextEvent -= frameTime;
return;
continue;
}
_event.RunRandomEvent();
_event.RunRandomEvent(eventScheduler.ScheduledGameRules);
ResetTimer(eventScheduler);
}
}
@@ -62,7 +67,7 @@ namespace Content.Server.StationEvents
/// </summary>
private void ResetTimer(BasicStationEventSchedulerComponent component)
{
component.TimeUntilNextEvent = _random.NextFloat(MinEventTime, MaxEventTime);
component.TimeUntilNextEvent = component.MinMaxEventTiming.Next(_random);
}
}
@@ -70,7 +75,8 @@ namespace Content.Server.StationEvents
public sealed class StationEventCommand : ToolshedCommand
{
private EventManagerSystem? _stationEvent;
private BasicStationEventSchedulerSystem? _basicScheduler;
private EntityTableSystem? _entityTable;
private IComponentFactory? _compFac;
private IRobustRandom? _random;
/// <summary>
@@ -88,10 +94,11 @@ namespace Content.Server.StationEvents
/// to even exist) so I think it's fine.
/// </remarks>
[CommandImplementation("simulate")]
public IEnumerable<(string, float)> Simulate([CommandArgument] int rounds, [CommandArgument] int playerCount, [CommandArgument] float roundEndMean, [CommandArgument] float roundEndStdDev)
public IEnumerable<(string, float)> Simulate([CommandArgument] EntityPrototype eventScheduler, [CommandArgument] int rounds, [CommandArgument] int playerCount, [CommandArgument] float roundEndMean, [CommandArgument] float roundEndStdDev)
{
_stationEvent ??= GetSys<EventManagerSystem>();
_basicScheduler ??= GetSys<BasicStationEventSchedulerSystem>();
_entityTable ??= GetSys<EntityTableSystem>();
_compFac ??= IoCManager.Resolve<IComponentFactory>();
_random ??= IoCManager.Resolve<IRobustRandom>();
var occurrences = new Dictionary<string, int>();
@@ -101,6 +108,13 @@ namespace Content.Server.StationEvents
occurrences.Add(ev.Key.ID, 0);
}
if (!eventScheduler.TryGetComponent<BasicStationEventSchedulerComponent>(out var basicScheduler, _compFac))
{
return occurrences.Select(p => (p.Key, (float)p.Value)).OrderByDescending(p => p.Item2);
}
var compMinMax = basicScheduler.MinMaxEventTiming; // we gotta do this since we cant execute on comp w/o an ent.
for (var i = 0; i < rounds; i++)
{
var curTime = TimeSpan.Zero;
@@ -111,9 +125,16 @@ namespace Content.Server.StationEvents
while (curTime.TotalSeconds < randomEndTime)
{
// sim an event
curTime += TimeSpan.FromSeconds(_random.NextFloat(BasicStationEventSchedulerSystem.MinEventTime, BasicStationEventSchedulerSystem.MaxEventTime));
curTime += TimeSpan.FromSeconds(compMinMax.Next(_random));
if (!_stationEvent.TryBuildLimitedEvents(basicScheduler.ScheduledGameRules, out var selectedEvents))
{
continue; // doesnt break because maybe the time is preventing events being available.
}
var available = _stationEvent.AvailableEvents(false, playerCount, curTime);
var ev = _stationEvent.FindEvent(available);
var plausibleEvents = new Dictionary<EntityPrototype, StationEventComponent>(available.Intersect(selectedEvents)); // C# makes me sad
var ev = _stationEvent.FindEvent(plausibleEvents);
if (ev == null)
continue;
@@ -125,26 +146,40 @@ namespace Content.Server.StationEvents
}
[CommandImplementation("lsprob")]
public IEnumerable<(string, float)> LsProb()
public IEnumerable<(string, float)> LsProb([CommandArgument] EntityPrototype eventScheduler)
{
_compFac ??= IoCManager.Resolve<IComponentFactory>();
_stationEvent ??= GetSys<EventManagerSystem>();
var events = _stationEvent.AllEvents();
var totalWeight = events.Sum(x => x.Value.Weight);
if (!eventScheduler.TryGetComponent<BasicStationEventSchedulerComponent>(out var basicScheduler, _compFac))
yield break;
foreach (var (proto, comp) in events)
if (!_stationEvent.TryBuildLimitedEvents(basicScheduler.ScheduledGameRules, out var events))
yield break;
var totalWeight = events.Sum(x => x.Value.Weight); // Well this shit definitely isnt correct now, and I see no way to make it correct.
// Its probably *fine* but it wont be accurate if the EntityTableSelector does any subsetting.
foreach (var (proto, comp) in events) // The only solution I see is to do a simulation, and we already have that, so...!
{
yield return (proto.ID, comp.Weight / totalWeight);
}
}
[CommandImplementation("lsprobtime")]
public IEnumerable<(string, float)> LsProbTime([CommandArgument] float time)
public IEnumerable<(string, float)> LsProbTime([CommandArgument] EntityPrototype eventScheduler, [CommandArgument] float time)
{
_compFac ??= IoCManager.Resolve<IComponentFactory>();
_stationEvent ??= GetSys<EventManagerSystem>();
var events = _stationEvent.AllEvents().Where(pair => pair.Value.EarliestStart <= time).ToList();
var totalWeight = events.Sum(x => x.Value.Weight);
if (!eventScheduler.TryGetComponent<BasicStationEventSchedulerComponent>(out var basicScheduler, _compFac))
yield break;
if (!_stationEvent.TryBuildLimitedEvents(basicScheduler.ScheduledGameRules, out var untimedEvents))
yield break;
var events = untimedEvents.Where(pair => pair.Value.EarliestStart <= time).ToList();
var totalWeight = events.Sum(x => x.Value.Weight); // same subsetting issue as lsprob.
foreach (var (proto, comp) in events)
{
@@ -153,12 +188,18 @@ namespace Content.Server.StationEvents
}
[CommandImplementation("prob")]
public float Prob([CommandArgument] string eventId)
public float Prob([CommandArgument] EntityPrototype eventScheduler, [CommandArgument] string eventId)
{
_compFac ??= IoCManager.Resolve<IComponentFactory>();
_stationEvent ??= GetSys<EventManagerSystem>();
var events = _stationEvent.AllEvents();
var totalWeight = events.Sum(x => x.Value.Weight);
if (!eventScheduler.TryGetComponent<BasicStationEventSchedulerComponent>(out var basicScheduler, _compFac))
return 0f;
if (!_stationEvent.TryBuildLimitedEvents(basicScheduler.ScheduledGameRules, out var events))
return 0f;
var totalWeight = events.Sum(x => x.Value.Weight); // same subsetting issue as lsprob.
var weight = 0f;
if (events.TryFirstOrNull(p => p.Key.ID == eventId, out var pair))
{