Add AutoEmote comp/system, updates to zombie code (#13932)

* Add AutoEmote comp/system

* Reduce groan chance so it's the same as before

Old code did 0.2 and then 0.5, now it's just one Prob(0.1)

* Fix typo, curTime var, don't log Resolve

* Maybe fix pausing?

* Fix mistake

* Update NextEmoteTime if an auto emote is removed

* Fix stuff

Get CurTime outside update loop
Use MapInit instead of ComponentInit
Fix a typo in a comment
Debug assert prototype ID in RemoveEmote
Do += PausedTime in OnUnpaused
Add prototype as arg to ResetTimer to avoid an indexing
This commit is contained in:
0x6273
2023-03-02 20:23:56 +01:00
committed by GitHub
parent 3bb4dd97aa
commit 72269c7a77
7 changed files with 260 additions and 58 deletions

View File

@@ -0,0 +1,32 @@
namespace Content.Server.Chat;
using Content.Server.Chat.Systems;
using Content.Shared.Chat.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.Set;
/// <summary>
/// Causes an entity to automatically emote at a set interval.
/// </summary>
[RegisterComponent, Access(typeof(AutoEmoteSystem))]
public sealed class AutoEmoteComponent : Component
{
/// <summary>
/// A set of emotes that the entity will preform.
/// <see cref="AutoEmotePrototype"/>
/// </summary>
[DataField("emotes", customTypeSerializer: typeof(PrototypeIdHashSetSerializer<AutoEmotePrototype>)), ViewVariables(VVAccess.ReadOnly)]
public HashSet<string> Emotes = new HashSet<string>();
/// <summary>
/// A dictionary storing the time of the next emote attempt for each emote.
/// Uses AutoEmotePrototype IDs as keys.
/// <summary>
[ViewVariables(VVAccess.ReadOnly)] //TODO: make this a datafield and (de)serialize values as time offsets when https://github.com/space-wizards/RobustToolbox/issues/3768 is fixed
public Dictionary<string, TimeSpan> EmoteTimers = new Dictionary<string, TimeSpan>();
/// <summary>
/// Time of the next emote. Redundant, but avoids having to iterate EmoteTimers each update.
/// </summary>
[ViewVariables(VVAccess.ReadOnly)]
public TimeSpan NextEmoteTime = TimeSpan.MaxValue;
}

View File

@@ -0,0 +1,134 @@
namespace Content.Server.Chat.Systems;
using System.Linq;
using Content.Shared.Chat.Prototypes;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
public sealed class AutoEmoteSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly ChatSystem _chatSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<AutoEmoteComponent, MapInitEvent>(OnMapInit);
SubscribeLocalEvent<AutoEmoteComponent, EntityUnpausedEvent>(OnUnpaused);
}
public override void Update(float frameTime)
{
base.Update(frameTime);
var curTime = _gameTiming.CurTime;
foreach (var autoEmote in EntityQuery<AutoEmoteComponent>())
{
var uid = autoEmote.Owner;
if (autoEmote.NextEmoteTime > curTime)
continue;
foreach ((var key, var time) in autoEmote.EmoteTimers)
{
if (time > curTime)
continue;
var autoEmotePrototype = _prototypeManager.Index<AutoEmotePrototype>(key);
ResetTimer(uid, key, autoEmote, autoEmotePrototype);
if (!_random.Prob(autoEmotePrototype.Chance))
continue;
if (autoEmotePrototype.WithChat)
{
_chatSystem.TryEmoteWithChat(uid, autoEmotePrototype.EmoteId, autoEmotePrototype.HiddenFromChatWindow);
}
else
{
_chatSystem.TryEmoteWithoutChat(uid, autoEmotePrototype.EmoteId);
}
}
}
}
private void OnMapInit(EntityUid uid, AutoEmoteComponent autoEmote, MapInitEvent args)
{
// Start timers
foreach (var autoEmotePrototypeId in autoEmote.Emotes)
{
ResetTimer(uid, autoEmotePrototypeId, autoEmote);
}
}
private void OnUnpaused(EntityUid uid, AutoEmoteComponent autoEmote, ref EntityUnpausedEvent args)
{
foreach (var key in autoEmote.EmoteTimers.Keys)
{
autoEmote.EmoteTimers[key] += args.PausedTime;
}
autoEmote.NextEmoteTime += args.PausedTime;
}
/// <summary>
/// Try to add an emote to the entity, which will be performed at an interval.
/// </summary>
public bool AddEmote(EntityUid uid, string autoEmotePrototypeId, AutoEmoteComponent? autoEmote = null)
{
if (!Resolve(uid, ref autoEmote, logMissing: false))
return false;
if (autoEmote.Emotes.Contains(autoEmotePrototypeId))
return false;
autoEmote.Emotes.Add(autoEmotePrototypeId);
ResetTimer(uid, autoEmotePrototypeId, autoEmote);
return true;
}
/// <summary>
/// Stop preforming an emote.
/// </summary>
public bool RemoveEmote(EntityUid uid, string autoEmotePrototypeId, AutoEmoteComponent? autoEmote = null)
{
if (!Resolve(uid, ref autoEmote, logMissing: false))
return false;
DebugTools.Assert(_prototypeManager.HasIndex<AutoEmotePrototype>(autoEmotePrototypeId), "Prototype not found. Did you make a typo?");
if (!autoEmote.EmoteTimers.Remove(autoEmotePrototypeId))
return false;
autoEmote.NextEmoteTime = autoEmote.EmoteTimers.Values.Min();
return true;
}
/// <summary>
/// Reset the timer for a specific emote, or return false if it doesn't exist.
/// </summary>
public bool ResetTimer(EntityUid uid, string autoEmotePrototypeId, AutoEmoteComponent? autoEmote = null, AutoEmotePrototype? autoEmotePrototype = null)
{
if (!Resolve(uid, ref autoEmote))
return false;
if (!autoEmote.Emotes.Contains(autoEmotePrototypeId))
return false;
autoEmotePrototype ??= _prototypeManager.Index<AutoEmotePrototype>(autoEmotePrototypeId);
var curTime = _gameTiming.CurTime;
var time = curTime + autoEmotePrototype.Interval;
autoEmote.EmoteTimers[autoEmotePrototypeId] = time;
if (autoEmote.NextEmoteTime > time || autoEmote.NextEmoteTime <= curTime)
autoEmote.NextEmoteTime = time;
return true;
}
}

View File

@@ -1,34 +1,33 @@
namespace Content.Server.Zombies;
/// <summary>
/// Indicates a zombie that is "alive", i.e not crit/dead.
/// Causes it to emote when damaged.
/// TODO: move this to generic EmoteWhenDamaged comp/system.
/// </summary>
[RegisterComponent]
public sealed class ActiveZombieComponent : Component
{
/// <summary>
/// The chance that on a random attempt
/// that a zombie will do a groan
/// What emote to preform.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public float GroanChance = 0.2f;
/// <summary>
/// Minimum time between groans
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public float GroanCooldown = 2;
/// <summary>
/// The length of time between each zombie's random groan
/// attempt.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public float RandomGroanAttempt = 5;
[ViewVariables(VVAccess.ReadWrite)]
public string GroanEmoteId = "Scream";
/// <summary>
/// Minimum time between groans.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public float LastDamageGroanCooldown = 0f;
public TimeSpan DamageGroanCooldown = TimeSpan.FromSeconds(2);
/// <summary>
/// Chance to groan.
/// </summary>
public float DamageGroanChance = 0.5f;
/// <summary>
/// The last time the zombie groaned from taking damage.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public float Accumulator = 0f;
public TimeSpan LastDamageGroan = TimeSpan.Zero;
}

View File

@@ -1,5 +1,6 @@
using System.Linq;
using Content.Server.Body.Systems;
using Content.Server.Chat;
using Content.Server.Chat.Systems;
using Content.Server.Cloning;
using Content.Server.Disease;
@@ -7,14 +8,10 @@ using Content.Server.Disease.Components;
using Content.Server.Drone.Components;
using Content.Server.Humanoid;
using Content.Server.Inventory;
using Content.Server.Speech;
using Content.Shared.Bed.Sleep;
using Content.Shared.Chemistry.Components;
using Content.Server.Chat.Systems;
using Content.Server.Emoting.Systems;
using Content.Server.Speech.EntitySystems;
using Content.Shared.Movement.Systems;
using Content.Shared.Bed.Sleep;
using Content.Shared.Damage;
using Content.Shared.Disease.Events;
using Content.Shared.Inventory;
@@ -24,6 +21,7 @@ using Content.Shared.Weapons.Melee.Events;
using Content.Shared.Zombies;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Timing;
namespace Content.Server.Zombies
{
@@ -34,6 +32,8 @@ namespace Content.Server.Zombies
[Dependency] private readonly ZombifyOnDeathSystem _zombify = default!;
[Dependency] private readonly ServerInventorySystem _inv = default!;
[Dependency] private readonly ChatSystem _chat = default!;
[Dependency] private readonly AutoEmoteSystem _autoEmote = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly IPrototypeManager _protoManager = default!;
[Dependency] private readonly IRobustRandom _robustRandom = default!;
[Dependency] private readonly HumanoidAppearanceSystem _humanoidSystem = default!;
@@ -52,7 +52,6 @@ namespace Content.Server.Zombies
SubscribeLocalEvent<ActiveZombieComponent, DamageChangedEvent>(OnDamage);
SubscribeLocalEvent<ActiveZombieComponent, AttemptSneezeCoughEvent>(OnSneeze);
SubscribeLocalEvent<ActiveZombieComponent, TryingToSleepEvent>(OnSleepAttempt);
}
private void OnSleepAttempt(EntityUid uid, ActiveZombieComponent component, ref TryingToSleepEvent args)
@@ -77,16 +76,30 @@ namespace Content.Server.Zombies
private void OnMobState(EntityUid uid, ZombieComponent component, MobStateChangedEvent args)
{
//BUG: this won't work when an entity becomes a zombie some other way, such as admin smite
if (args.NewMobState == MobState.Alive)
{
// Groaning when damaged
EnsureComp<ActiveZombieComponent>(uid);
// Random groaning
EnsureComp<AutoEmoteComponent>(uid);
_autoEmote.AddEmote(uid, "ZombieGroan");
}
else
{
// Stop groaning when damaged
RemComp<ActiveZombieComponent>(uid);
// Stop random groaning
_autoEmote.RemoveEmote(uid, "ZombieGroan");
}
}
private void OnDamage(EntityUid uid, ActiveZombieComponent component, DamageChangedEvent args)
{
if (args.DamageIncreased)
DoGroan(uid, component);
AttemptDamageGroan(uid, component);
}
private void OnSneeze(EntityUid uid, ActiveZombieComponent component, ref AttemptSneezeCoughEvent args)
@@ -166,40 +179,16 @@ namespace Content.Server.Zombies
}
}
private void DoGroan(EntityUid uid, ActiveZombieComponent component)
private void AttemptDamageGroan(EntityUid uid, ActiveZombieComponent component)
{
if (component.LastDamageGroanCooldown > 0)
if (component.LastDamageGroan + component.DamageGroanCooldown > _gameTiming.CurTime)
return;
if (_robustRandom.Prob(0.5f)) //this message is never seen by players so it just says this for admins
// What? Is this REALLY the best way we have of letting admins know there are zombies in a round?
// [automated maintainer groan]
_chat.TrySendInGameICMessage(uid, "[automated zombie groan]", InGameICChatType.Speak, false);
else
_chat.TryEmoteWithoutChat(uid, component.GroanEmoteId);
if (_robustRandom.Prob(component.DamageGroanChance))
return;
component.LastDamageGroanCooldown = component.GroanCooldown;
}
public override void Update(float frameTime)
{
base.Update(frameTime);
foreach (var zombiecomp in EntityQuery<ActiveZombieComponent>())
{
zombiecomp.Accumulator += frameTime;
zombiecomp.LastDamageGroanCooldown -= frameTime;
if (zombiecomp.Accumulator < zombiecomp.RandomGroanAttempt)
continue;
zombiecomp.Accumulator -= zombiecomp.RandomGroanAttempt;
if (!_robustRandom.Prob(zombiecomp.GroanChance))
continue;
//either do a random accent line or scream
DoGroan(zombiecomp.Owner, zombiecomp);
}
_chat.TryEmoteWithoutChat(uid, component.GroanEmoteId);
component.LastDamageGroan = _gameTiming.CurTime;
}
/// <summary>

View File

@@ -4,7 +4,6 @@ using Content.Server.Disease.Components;
using Content.Server.Body.Components;
using Content.Server.Atmos.Components;
using Content.Server.Nutrition.Components;
using Robust.Shared.Player;
using Content.Server.Popups;
using Content.Server.Speech.Components;
using Content.Server.Body.Systems;
@@ -29,7 +28,6 @@ using Content.Shared.Humanoid;
using Content.Shared.Mobs;
using Content.Shared.Movement.Systems;
using Content.Shared.Weapons.Melee;
using Robust.Shared.Audio;
namespace Content.Server.Zombies
{

View File

@@ -0,0 +1,43 @@
namespace Content.Shared.Chat.Prototypes;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
[Prototype("autoEmote")]
public sealed class AutoEmotePrototype : IPrototype
{
/// <inheritdoc/>
[IdDataField]
public string ID { get; } = default!;
/// <summary>
/// The ID of the emote prototype.
/// </summary>
[DataField("emote", required: true, customTypeSerializer: typeof(PrototypeIdSerializer<EmotePrototype>))]
public string EmoteId = String.Empty;
/// <summary>
/// How often an attempt at the emote will be made.
/// </summary>
[DataField("interval", required: true)]
public TimeSpan Interval;
/// <summary>
/// Probability of performing the emote each interval.
/// <summary>
[DataField("chance")]
public float Chance = 1;
/// <summary>
/// Also send the emote in chat.
/// <summary>
[DataField("withChat")]
public bool WithChat = true;
/// <summary>
/// Hide the chat message from the chat window, only showing the popup.
/// This does nothing if WithChat is false.
/// <summary>
[DataField("hiddenFromChatWindow")]
public bool HiddenFromChatWindow = false;
}

View File

@@ -0,0 +1,7 @@
# Zombie
- type: autoEmote
id: ZombieGroan
emote: Scream
interval: 5.0
chance: 0.1
withChat: false