Salvage magnet revamp (#23119)

* Generic offering window

* More work

* weh

* Parity

* Progression meter

* magnet

* rona

* PG asteroid work

* code red

* Asteroid spawnings

* clams

* a

* Marker fixes

* More fixes

* Workings of biome asteroids

* A

* Fix this loading code

* a

* Fix masking

* weh

* Fixes

* Magnet claiming

* toe

* petogue

* magnet

* Bunch of fixes

* Fix default

* Fixes

* asteroids

* Fix offerings

* Localisation and a bunch of fixes

* a

* Fixes

* Preliminary draft

* Announcement fixes

* Fixes and bump spawn rate

* Fix asteroid spawns and UI

* More fixes

* Expeditions fix

* fix

* Gravity

* Fix announcement rounding

* a

* Offset tweak

* sus

* jankass

* Fix merge
This commit is contained in:
metalgearsloth
2024-01-04 14:25:32 +11:00
committed by GitHub
parent 98f5f47355
commit bf79acd127
66 changed files with 2257 additions and 1252 deletions

View File

@@ -108,7 +108,6 @@ namespace Content.Client.Entry
_prototypeManager.RegisterIgnore("npcFaction"); _prototypeManager.RegisterIgnore("npcFaction");
_prototypeManager.RegisterIgnore("lobbyBackground"); _prototypeManager.RegisterIgnore("lobbyBackground");
_prototypeManager.RegisterIgnore("advertisementsPack"); _prototypeManager.RegisterIgnore("advertisementsPack");
_prototypeManager.RegisterIgnore("salvageMap");
_prototypeManager.RegisterIgnore("gamePreset"); _prototypeManager.RegisterIgnore("gamePreset");
_prototypeManager.RegisterIgnore("noiseChannel"); _prototypeManager.RegisterIgnore("noiseChannel");
_prototypeManager.RegisterIgnore("spaceBiome"); _prototypeManager.RegisterIgnore("spaceBiome");

View File

@@ -1,7 +0,0 @@
using Content.Shared.Salvage;
using Robust.Shared.GameStates;
namespace Content.Client.Salvage;
[NetworkedComponent, RegisterComponent]
public sealed partial class SalvageMagnetComponent : SharedSalvageMagnetComponent {}

View File

@@ -3,10 +3,24 @@
Title="{Loc 'salvage-expedition-window-title'}" Title="{Loc 'salvage-expedition-window-title'}"
MinSize="800 360"> MinSize="800 360">
<BoxContainer Orientation="Vertical"> <BoxContainer Orientation="Vertical">
<BoxContainer Orientation="Horizontal" Name="ProgressionBox" Visible="False">
<Label Name="ProgressionLabel"
Text="{Loc 'salvage-expedition-window-progression'}"
SetWidth="96"
Margin="5"/>
<ProgressBar Name="ProgressionBar"
HorizontalExpand="True"
MinValue="0"
MaxValue="1"
SetHeight="25"/>
<Label Name="ProgressionText" Text="00:00"
Margin="5"/>
</BoxContainer>
<BoxContainer Orientation="Horizontal"> <BoxContainer Orientation="Horizontal">
<Label Name="NextOfferLabel" <Label Name="NextOfferLabel"
Text="{Loc 'salvage-expedition-window-next'}" Text="{Loc 'salvage-expedition-window-next'}"
Margin="5"></Label> SetWidth="96"
Margin="5"/>
<ProgressBar Name="NextOfferBar" <ProgressBar Name="NextOfferBar"
HorizontalExpand="True" HorizontalExpand="True"
MinValue="0" MinValue="0"

View File

@@ -0,0 +1,117 @@
using Content.Client.Computer;
using Content.Client.UserInterface.Controls;
using Content.Shared.Shuttles.BUIStates;
using Robust.Client.AutoGenerated;
using Robust.Client.Graphics;
using Robust.Client.UserInterface.XAML;
using Robust.Shared.Timing;
namespace Content.Client.Salvage.UI;
/// <summary>
/// Generic window for offering multiple selections with a timer.
/// </summary>
[GenerateTypedNameReferences]
public sealed partial class OfferingWindow : FancyWindow,
IComputerWindow<EmergencyConsoleBoundUserInterfaceState>
{
[Dependency] private readonly IGameTiming _timing = default!;
public bool Claimed;
public TimeSpan NextOffer;
private TimeSpan? _progression;
/// <summary>
/// Time between NextOffers
/// </summary>
public TimeSpan Cooldown;
/// <summary>
/// Time between Progressions
/// </summary>
public TimeSpan ProgressionCooldown;
/// <summary>
/// Secondary timer used for tracking active progress.
/// </summary>
public TimeSpan? Progression
{
get => _progression;
set
{
if (_progression == value)
return;
_progression = value;
if (value == null)
{
ProgressionBox.Visible = false;
}
else
{
ProgressionBox.Visible = true;
}
}
}
public OfferingWindow()
{
RobustXamlLoader.Load(this);
IoCManager.InjectDependencies(this);
ProgressionBar.ForegroundStyleBoxOverride = new StyleBoxFlat(Color.FromHex("#C74EBD"));
}
public void AddOption(OfferingWindowOption option)
{
Container.AddChild(option);
}
public void ClearOptions()
{
Container.DisposeAllChildren();
}
protected override void FrameUpdate(FrameEventArgs args)
{
base.FrameUpdate(args);
if (_progression != null)
{
var remaining = _progression.Value - _timing.CurTime;
if (remaining < TimeSpan.Zero)
{
ProgressionBar.Value = 1f;
ProgressionText.Text = "00:00";
}
else
{
ProgressionBar.Value = 1f - (float) (remaining / ProgressionCooldown);
ProgressionText.Text = $"{remaining.Minutes:00}:{remaining.Seconds:00}";
}
}
if (Claimed)
{
NextOfferBar.Value = 1f;
NextOfferText.Text = "00:00";
}
else
{
var remaining = NextOffer - _timing.CurTime;
if (remaining < TimeSpan.Zero)
{
NextOfferBar.Value = 1f;
NextOfferText.Text = "00:00";
}
else
{
NextOfferBar.Value = 1f - (float) (remaining / Cooldown);
NextOfferText.Text = $"{remaining.Minutes:00}:{remaining.Seconds:00}";
}
}
}
}

View File

@@ -0,0 +1,24 @@
<PanelContainer xmlns="https://spacestation14.io"
xmlns:controls="clr-namespace:Content.Client.UserInterface.Controls"
HorizontalExpand="True"
Name="BigPanel"
Margin="5 0">
<BoxContainer Orientation="Vertical"
Margin="5 5">
<!-- Title box -->
<controls:StripeBack>
<Label Name="TitleStripe"
HorizontalAlignment="Center"
Margin="0 5 0 5"/>
</controls:StripeBack>
<BoxContainer Orientation="Vertical" Name="ContentBox"/>
<!-- Buffer so all claim buttons are in the same position -->
<Control VerticalExpand="True"/>
<Button Name="ClaimButton"
HorizontalExpand="True"
VerticalAlignment="Bottom"
ToggleMode="True"
Disabled="True"
Text="{Loc 'offering-window-claim'}"/>
</BoxContainer>
</PanelContainer>

View File

@@ -0,0 +1,87 @@
using System.Linq;
using Content.Client.Computer;
using Content.Client.Stylesheets;
using Content.Client.UserInterface.Controls;
using Content.Shared.CCVar;
using Content.Shared.Parallax.Biomes;
using Content.Shared.Procedural;
using Content.Shared.Salvage;
using Content.Shared.Salvage.Expeditions;
using Content.Shared.Salvage.Expeditions.Modifiers;
using Content.Shared.Shuttles.BUIStates;
using Robust.Client.AutoGenerated;
using Robust.Client.Graphics;
using Robust.Client.UserInterface;
using Robust.Client.UserInterface.Controls;
using Robust.Client.UserInterface.XAML;
using Robust.Shared.Configuration;
using Robust.Shared.Prototypes;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
namespace Content.Client.Salvage.UI;
/// <summary>
/// Generic window for offering multiple selections with a timer.
/// </summary>
[GenerateTypedNameReferences]
public sealed partial class OfferingWindowOption : PanelContainer
{
private bool _claimed;
public string? Title
{
get => TitleStripe.Text;
set => TitleStripe.Text = value;
}
public event Action<BaseButton.ButtonEventArgs>? ClaimPressed;
public OfferingWindowOption()
{
RobustXamlLoader.Load(this);
IoCManager.InjectDependencies(this);
LayoutContainer.SetAnchorPreset(this, LayoutContainer.LayoutPreset.Wide);
BigPanel.PanelOverride = new StyleBoxFlat(new Color(30, 30, 34));
ClaimButton.OnPressed += args =>
{
ClaimPressed?.Invoke(args);
};
}
public void AddContent(Control control)
{
ContentBox.AddChild(control);
}
public bool Disabled
{
get => ClaimButton.Disabled;
set => ClaimButton.Disabled = value;
}
public bool Claimed
{
get => _claimed;
set
{
if (_claimed == value)
return;
_claimed = value;
if (_claimed)
{
ClaimButton.AddStyleClass(StyleBase.ButtonCaution);
ClaimButton.Text = Loc.GetString("offering-window-claimed");
}
else
{
ClaimButton.RemoveStyleClass(StyleBase.ButtonCaution);
ClaimButton.Text = Loc.GetString("offering-window-claim");
}
}
}
}

View File

@@ -1,6 +1,14 @@
using System.Linq;
using Content.Client.Stylesheets;
using Content.Shared.CCVar;
using Content.Shared.Procedural;
using Content.Shared.Salvage.Expeditions; using Content.Shared.Salvage.Expeditions;
using Content.Shared.Salvage.Expeditions.Modifiers;
using JetBrains.Annotations; using JetBrains.Annotations;
using Robust.Client.GameObjects; using Robust.Client.UserInterface;
using Robust.Client.UserInterface.Controls;
using Robust.Shared.Configuration;
using Robust.Shared.Prototypes;
namespace Content.Client.Salvage.UI; namespace Content.Client.Salvage.UI;
@@ -8,23 +16,21 @@ namespace Content.Client.Salvage.UI;
public sealed class SalvageExpeditionConsoleBoundUserInterface : BoundUserInterface public sealed class SalvageExpeditionConsoleBoundUserInterface : BoundUserInterface
{ {
[ViewVariables] [ViewVariables]
private SalvageExpeditionWindow? _window; private OfferingWindow? _window;
[Dependency] private readonly IConfigurationManager _cfgManager = default!;
[Dependency] private readonly IEntityManager _entManager = default!;
[Dependency] private readonly IPrototypeManager _protoManager = default!;
public SalvageExpeditionConsoleBoundUserInterface(EntityUid owner, Enum uiKey) : base(owner, uiKey) public SalvageExpeditionConsoleBoundUserInterface(EntityUid owner, Enum uiKey) : base(owner, uiKey)
{ {
IoCManager.InjectDependencies(this);
} }
protected override void Open() protected override void Open()
{ {
base.Open(); base.Open();
_window = new SalvageExpeditionWindow(); _window = new OfferingWindow();
_window.ClaimMission += index =>
{
SendMessage(new ClaimSalvageMessage()
{
Index = index,
});
};
_window.OnClose += Close; _window.OnClose += Close;
_window?.OpenCenteredLeft(); _window?.OpenCenteredLeft();
} }
@@ -40,9 +46,133 @@ public sealed class SalvageExpeditionConsoleBoundUserInterface : BoundUserInterf
{ {
base.UpdateState(state); base.UpdateState(state);
if (state is not SalvageExpeditionConsoleState current) if (state is not SalvageExpeditionConsoleState current || _window == null)
return; return;
_window?.UpdateState(current); _window.Progression = null;
_window.Cooldown = TimeSpan.FromSeconds(_cfgManager.GetCVar(CCVars.SalvageExpeditionCooldown));
_window.NextOffer = current.NextOffer;
_window.Claimed = current.Claimed;
_window.ClearOptions();
var salvage = _entManager.System<SalvageSystem>();
for (var i = 0; i < current.Missions.Count; i++)
{
var missionParams = current.Missions[i];
var offering = new OfferingWindowOption();
offering.Title = Loc.GetString($"salvage-expedition-type");
var difficultyId = "Moderate";
var difficultyProto = _protoManager.Index<SalvageDifficultyPrototype>(difficultyId);
// TODO: Selectable difficulty soon.
var mission = salvage.GetMission(difficultyProto, missionParams.Seed);
// Difficulty
// Details
offering.AddContent(new Label()
{
Text = Loc.GetString("salvage-expedition-window-difficulty")
});
var difficultyColor = difficultyProto.Color;
offering.AddContent(new Label
{
Text = Loc.GetString("salvage-expedition-difficulty-Moderate"),
FontColorOverride = difficultyColor,
HorizontalAlignment = Control.HAlignment.Left,
Margin = new Thickness(0f, 0f, 0f, 5f),
});
offering.AddContent(new Label
{
Text = Loc.GetString("salvage-expedition-difficulty-players"),
HorizontalAlignment = Control.HAlignment.Left,
});
offering.AddContent(new Label
{
Text = difficultyProto.RecommendedPlayers.ToString(),
FontColorOverride = StyleNano.NanoGold,
HorizontalAlignment = Control.HAlignment.Left,
Margin = new Thickness(0f, 0f, 0f, 5f),
});
// Details
offering.AddContent(new Label
{
Text = Loc.GetString("salvage-expedition-window-hostiles")
});
var faction = mission.Faction;
offering.AddContent(new Label
{
Text = faction,
FontColorOverride = StyleNano.NanoGold,
HorizontalAlignment = Control.HAlignment.Left,
Margin = new Thickness(0f, 0f, 0f, 5f),
});
// Duration
offering.AddContent(new Label
{
Text = Loc.GetString("salvage-expedition-window-duration")
});
offering.AddContent(new Label
{
Text = mission.Duration.ToString(),
FontColorOverride = StyleNano.NanoGold,
HorizontalAlignment = Control.HAlignment.Left,
Margin = new Thickness(0f, 0f, 0f, 5f),
});
// Biome
offering.AddContent(new Label
{
Text = Loc.GetString("salvage-expedition-window-biome")
});
var biome = mission.Biome;
offering.AddContent(new Label
{
Text = Loc.GetString(_protoManager.Index<SalvageBiomeModPrototype>(biome).ID),
FontColorOverride = StyleNano.NanoGold,
HorizontalAlignment = Control.HAlignment.Left,
Margin = new Thickness(0f, 0f, 0f, 5f),
});
// Modifiers
offering.AddContent(new Label
{
Text = Loc.GetString("salvage-expedition-window-modifiers")
});
var mods = mission.Modifiers;
offering.AddContent(new Label
{
Text = string.Join("\n", mods.Select(o => "- " + o)).TrimEnd(),
FontColorOverride = StyleNano.NanoGold,
HorizontalAlignment = Control.HAlignment.Left,
Margin = new Thickness(0f, 0f, 0f, 5f),
});
offering.ClaimPressed += args =>
{
SendMessage(new ClaimSalvageMessage()
{
Index = missionParams.Index,
});
};
offering.Claimed = current.ActiveMission == missionParams.Index;
offering.Disabled = current.Claimed || current.Cooldown;
_window.AddOption(offering);
}
} }
} }

View File

@@ -1,256 +0,0 @@
using System.Linq;
using Content.Client.Computer;
using Content.Client.Stylesheets;
using Content.Client.UserInterface.Controls;
using Content.Shared.CCVar;
using Content.Shared.Parallax.Biomes;
using Content.Shared.Procedural;
using Content.Shared.Salvage;
using Content.Shared.Salvage.Expeditions;
using Content.Shared.Salvage.Expeditions.Modifiers;
using Content.Shared.Shuttles.BUIStates;
using Robust.Client.AutoGenerated;
using Robust.Client.Graphics;
using Robust.Client.UserInterface;
using Robust.Client.UserInterface.Controls;
using Robust.Client.UserInterface.XAML;
using Robust.Shared.Configuration;
using Robust.Shared.Prototypes;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
namespace Content.Client.Salvage.UI;
[GenerateTypedNameReferences]
public sealed partial class SalvageExpeditionWindow : FancyWindow,
IComputerWindow<EmergencyConsoleBoundUserInterfaceState>
{
private readonly IConfigurationManager _cfgManager;
private readonly IGameTiming _timing;
private readonly IPrototypeManager _prototype;
private readonly SharedSalvageSystem _salvage;
public event Action<ushort>? ClaimMission;
private bool _claimed;
private bool _cooldown;
private TimeSpan _nextOffer;
public SalvageExpeditionWindow()
{
RobustXamlLoader.Load(this);
_cfgManager = IoCManager.Resolve<IConfigurationManager>();
_timing = IoCManager.Resolve<IGameTiming>();
_prototype = IoCManager.Resolve<IPrototypeManager>();
_salvage = IoCManager.Resolve<IEntityManager>().EntitySysManager.GetEntitySystem<SharedSalvageSystem>();
}
public void UpdateState(SalvageExpeditionConsoleState state)
{
_claimed = state.Claimed;
_cooldown = state.Cooldown;
_nextOffer = state.NextOffer;
Container.DisposeAllChildren();
for (var i = 0; i < state.Missions.Count; i++)
{
var missionParams = state.Missions[i];
var difficultyId = "Moderate";
var difficultyProto = _prototype.Index<SalvageDifficultyPrototype>(difficultyId);
// TODO: Selectable difficulty soon.
var mission = _salvage.GetMission(difficultyProto, missionParams.Seed);
// Mission title
var missionStripe = new StripeBack()
{
Margin = new Thickness(0f, -5f, 0f, 0f)
};
missionStripe.AddChild(new Label()
{
Text = Loc.GetString($"salvage-expedition-type"),
HorizontalAlignment = HAlignment.Center,
Margin = new Thickness(0f, 5f, 0f, 5f),
});
var lBox = new BoxContainer()
{
Orientation = BoxContainer.LayoutOrientation.Vertical
};
// Difficulty
// Details
lBox.AddChild(new Label()
{
Text = Loc.GetString("salvage-expedition-window-difficulty")
});
var difficultyColor = difficultyProto.Color;
lBox.AddChild(new Label
{
Text = Loc.GetString("salvage-expedition-difficulty-Moderate"),
FontColorOverride = difficultyColor,
HorizontalAlignment = HAlignment.Left,
Margin = new Thickness(0f, 0f, 0f, 5f),
});
lBox.AddChild(new Label
{
Text = Loc.GetString("salvage-expedition-difficulty-players"),
HorizontalAlignment = HAlignment.Left,
});
lBox.AddChild(new Label
{
Text = difficultyProto.RecommendedPlayers.ToString(),
FontColorOverride = StyleNano.NanoGold,
HorizontalAlignment = HAlignment.Left,
Margin = new Thickness(0f, 0f, 0f, 5f),
});
// Details
lBox.AddChild(new Label
{
Text = Loc.GetString("salvage-expedition-window-hostiles")
});
var faction = mission.Faction;
lBox.AddChild(new Label
{
Text = faction,
FontColorOverride = StyleNano.NanoGold,
HorizontalAlignment = HAlignment.Left,
Margin = new Thickness(0f, 0f, 0f, 5f),
});
// Duration
lBox.AddChild(new Label
{
Text = Loc.GetString("salvage-expedition-window-duration")
});
lBox.AddChild(new Label
{
Text = mission.Duration.ToString(),
FontColorOverride = StyleNano.NanoGold,
HorizontalAlignment = HAlignment.Left,
Margin = new Thickness(0f, 0f, 0f, 5f),
});
// Biome
lBox.AddChild(new Label
{
Text = Loc.GetString("salvage-expedition-window-biome")
});
var biome = mission.Biome;
lBox.AddChild(new Label
{
Text = Loc.GetString(_prototype.Index<SalvageBiomeModPrototype>(biome).ID),
FontColorOverride = StyleNano.NanoGold,
HorizontalAlignment = HAlignment.Left,
Margin = new Thickness(0f, 0f, 0f, 5f),
});
// Modifiers
lBox.AddChild(new Label
{
Text = Loc.GetString("salvage-expedition-window-modifiers")
});
var mods = mission.Modifiers;
lBox.AddChild(new Label
{
Text = string.Join("\n", mods.Select(o => "- " + o)).TrimEnd(),
FontColorOverride = StyleNano.NanoGold,
HorizontalAlignment = HAlignment.Left,
Margin = new Thickness(0f, 0f, 0f, 5f),
});
// Claim
var claimButton = new Button()
{
HorizontalExpand = true,
VerticalAlignment = VAlignment.Bottom,
Pressed = state.ActiveMission == missionParams.Index,
ToggleMode = true,
Disabled = state.Claimed || state.Cooldown,
};
claimButton.Label.Margin = new Thickness(0f, 5f);
claimButton.OnPressed += args =>
{
ClaimMission?.Invoke(missionParams.Index);
};
if (state.ActiveMission == missionParams.Index)
{
claimButton.Text = Loc.GetString("salvage-expedition-window-claimed");
claimButton.AddStyleClass(StyleBase.ButtonCaution);
}
else
{
claimButton.Text = Loc.GetString("salvage-expedition-window-claim");
}
var box = new PanelContainer
{
PanelOverride = new StyleBoxFlat(new Color(30, 30, 34)),
HorizontalExpand = true,
Margin = new Thickness(5f, 0f),
Children =
{
new BoxContainer
{
Orientation = BoxContainer.LayoutOrientation.Vertical,
Children =
{
missionStripe,
lBox,
new Control() {VerticalExpand = true},
claimButton,
},
Margin = new Thickness(5f, 5f)
}
}
};
LayoutContainer.SetAnchorPreset(box, LayoutContainer.LayoutPreset.Wide);
Container.AddChild(box);
}
}
protected override void FrameUpdate(FrameEventArgs args)
{
base.FrameUpdate(args);
if (_claimed)
{
NextOfferBar.Value = 0f;
NextOfferText.Text = "00:00";
return;
}
var remaining = _nextOffer - _timing.CurTime;
if (remaining < TimeSpan.Zero)
{
NextOfferBar.Value = 1f;
NextOfferText.Text = "00:00";
}
else
{
var cooldown = _cooldown
? TimeSpan.FromSeconds(_cfgManager.GetCVar(CCVars.SalvageExpeditionCooldown))
: TimeSpan.FromSeconds(_cfgManager.GetCVar(CCVars.SalvageExpeditionCooldown));
NextOfferBar.Value = 1f - (float) (remaining / cooldown);
NextOfferText.Text = $"{remaining.Minutes:00}:{remaining.Seconds:00}";
}
}
}

View File

@@ -0,0 +1,110 @@
using System.Linq;
using Content.Shared.Salvage;
using Content.Shared.Salvage.Magnet;
using Robust.Client.UserInterface;
using Robust.Client.UserInterface.Controls;
namespace Content.Client.Salvage.UI;
public sealed class SalvageMagnetBoundUserInterface : BoundUserInterface
{
[Dependency] private readonly IEntityManager _entManager = default!;
private OfferingWindow? _window;
public SalvageMagnetBoundUserInterface(EntityUid owner, Enum uiKey) : base(owner, uiKey)
{
IoCManager.InjectDependencies(this);
}
protected override void Open()
{
base.Open();
_window = new OfferingWindow();
_window.OnClose += Close;
_window.OpenCenteredLeft();
}
protected override void UpdateState(BoundUserInterfaceState state)
{
base.UpdateState(state);
if (state is not SalvageMagnetBoundUserInterfaceState current || _window == null)
return;
_window.ClearOptions();
var salvageSystem = _entManager.System<SharedSalvageSystem>();
_window.NextOffer = current.NextOffer;
_window.Progression = current.EndTime ?? TimeSpan.Zero;
_window.Claimed = current.EndTime != null;
_window.Cooldown = current.Cooldown;
_window.ProgressionCooldown = current.Duration;
for (var i = 0; i < current.Offers.Count; i++)
{
var seed = current.Offers[i];
var offer = salvageSystem.GetSalvageOffering(seed);
var option = new OfferingWindowOption();
option.MinWidth = 210f;
option.Disabled = current.EndTime != null;
option.Claimed = current.ActiveSeed == seed;
var claimIndex = i;
option.ClaimPressed += args =>
{
SendMessage(new MagnetClaimOfferEvent()
{
Index = claimIndex
});
};
switch (offer)
{
case AsteroidOffering asteroid:
option.Title = Loc.GetString($"dungeon-config-proto-{asteroid.DungeonConfig.ID}");
var layerKeys = asteroid.MarkerLayers.Keys.ToList();
layerKeys.Sort();
foreach (var resource in layerKeys)
{
var count = asteroid.MarkerLayers[resource];
var container = new BoxContainer()
{
Orientation = BoxContainer.LayoutOrientation.Horizontal,
HorizontalExpand = true,
};
var resourceLabel = new Label()
{
Text = Loc.GetString("salvage-magnet-resources",
("resource", resource)),
HorizontalAlignment = Control.HAlignment.Left,
};
var countLabel = new Label()
{
Text = Loc.GetString("salvage-magnet-resources-count", ("count", count)),
HorizontalAlignment = Control.HAlignment.Right,
HorizontalExpand = true,
};
container.AddChild(resourceLabel);
container.AddChild(countLabel);
option.AddContent(container);
}
break;
case SalvageOffering salvage:
option.Title = Loc.GetString($"salvage-map-proto-{salvage.SalvageMap.ID}");
break;
default:
throw new ArgumentOutOfRangeException();
}
_window.AddOption(option);
}
}
}

View File

@@ -1,6 +1,7 @@
using System.Linq; using System.Linq;
using Content.Server.Salvage; using Content.Server.Salvage;
using Content.Shared.CCVar; using Content.Shared.CCVar;
using Content.Shared.Salvage;
using Robust.Server.GameObjects; using Robust.Server.GameObjects;
using Robust.Shared.Configuration; using Robust.Shared.Configuration;
using Robust.Shared.GameObjects; using Robust.Shared.GameObjects;

View File

@@ -21,14 +21,11 @@ using Robust.Shared.Configuration;
using Robust.Shared.Console; using Robust.Shared.Console;
using Robust.Shared.Map; using Robust.Shared.Map;
using Robust.Shared.Map.Components; using Robust.Shared.Map.Components;
using Robust.Shared.Noise;
using Robust.Shared.Physics; using Robust.Shared.Physics;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Systems; using Robust.Shared.Physics.Systems;
using Robust.Shared.Player; using Robust.Shared.Player;
using Robust.Shared.Prototypes; using Robust.Shared.Prototypes;
using Robust.Shared.Random; using Robust.Shared.Random;
using Robust.Shared.Serialization.Manager;
using Robust.Shared.Threading; using Robust.Shared.Threading;
using Robust.Shared.Utility; using Robust.Shared.Utility;
@@ -327,7 +324,8 @@ public sealed partial class BiomeSystem : SharedBiomeSystem
{ {
if (_xformQuery.TryGetComponent(pSession.AttachedEntity, out var xform) && if (_xformQuery.TryGetComponent(pSession.AttachedEntity, out var xform) &&
_handledEntities.Add(pSession.AttachedEntity.Value) && _handledEntities.Add(pSession.AttachedEntity.Value) &&
_biomeQuery.TryGetComponent(xform.MapUid, out var biome)) _biomeQuery.TryGetComponent(xform.MapUid, out var biome) &&
biome.Enabled)
{ {
var worldPos = _transform.GetWorldPosition(xform); var worldPos = _transform.GetWorldPosition(xform);
AddChunksInRange(biome, worldPos); AddChunksInRange(biome, worldPos);
@@ -343,7 +341,8 @@ public sealed partial class BiomeSystem : SharedBiomeSystem
{ {
if (!_handledEntities.Add(viewer) || if (!_handledEntities.Add(viewer) ||
!_xformQuery.TryGetComponent(viewer, out xform) || !_xformQuery.TryGetComponent(viewer, out xform) ||
!_biomeQuery.TryGetComponent(xform.MapUid, out biome)) !_biomeQuery.TryGetComponent(xform.MapUid, out biome) ||
!biome.Enabled)
{ {
continue; continue;
} }
@@ -363,8 +362,11 @@ public sealed partial class BiomeSystem : SharedBiomeSystem
while (loadBiomes.MoveNext(out var gridUid, out var biome, out var grid)) while (loadBiomes.MoveNext(out var gridUid, out var biome, out var grid))
{ {
if (!biome.Enabled)
continue;
// Load new chunks // Load new chunks
LoadChunks(biome, gridUid, grid, biome.Seed, _xformQuery); LoadChunks(biome, gridUid, grid, biome.Seed);
// Unload old chunks // Unload old chunks
UnloadChunks(biome, gridUid, grid, biome.Seed); UnloadChunks(biome, gridUid, grid, biome.Seed);
} }
@@ -414,8 +416,29 @@ public sealed partial class BiomeSystem : SharedBiomeSystem
BiomeComponent component, BiomeComponent component,
EntityUid gridUid, EntityUid gridUid,
MapGridComponent grid, MapGridComponent grid,
int seed, int seed)
EntityQuery<TransformComponent> xformQuery) {
BuildMarkerChunks(component, gridUid, grid, seed);
var active = _activeChunks[component];
foreach (var chunk in active)
{
LoadChunkMarkers(component, gridUid, grid, chunk, seed);
if (!component.LoadedChunks.Add(chunk))
continue;
// Load NOW!
LoadChunk(component, gridUid, grid, chunk, seed);
}
}
/// <summary>
/// Goes through all marker chunks that haven't been calculated, then calculates what spawns there are and
/// allocates them to the relevant actual chunks in the biome (marker chunks may be many times larger than biome chunks).
/// </summary>
private void BuildMarkerChunks(BiomeComponent component, EntityUid gridUid, MapGridComponent grid, int seed)
{ {
var markers = _markerChunks[component]; var markers = _markerChunks[component];
var loadedMarkers = component.LoadedMarkers; var loadedMarkers = component.LoadedMarkers;
@@ -432,128 +455,57 @@ public sealed partial class BiomeSystem : SharedBiomeSystem
if (loadedMarkers.TryGetValue(layer, out var mobChunks) && mobChunks.Contains(chunk)) if (loadedMarkers.TryGetValue(layer, out var mobChunks) && mobChunks.Contains(chunk))
return; return;
// Get the set of spawned nodes to avoid overlap.
var forced = component.ForcedMarkerLayers.Contains(layer); var forced = component.ForcedMarkerLayers.Contains(layer);
var spawnSet = _tilePool.Get();
var frontier = new ValueList<Vector2i>(32);
// Make a temporary version and copy back in later. // Make a temporary version and copy back in later.
var pending = new Dictionary<Vector2i, Dictionary<string, List<Vector2i>>>(); var pending = new Dictionary<Vector2i, Dictionary<string, List<Vector2i>>>();
// Essentially get the seed + work out a buffer to adjacent chunks so we don't
// inadvertantly spawn too many near the edges.
var layerProto = ProtoManager.Index<BiomeMarkerLayerPrototype>(layer); var layerProto = ProtoManager.Index<BiomeMarkerLayerPrototype>(layer);
var buffer = layerProto.Radius / 2f;
var markerSeed = seed + chunk.X * ChunkSize + chunk.Y + localIdx; var markerSeed = seed + chunk.X * ChunkSize + chunk.Y + localIdx;
var rand = new Random(markerSeed); var rand = new Random(markerSeed);
var buffer = (int) (layerProto.Radius / 2f);
// We treat a null entity mask as requiring nothing else on the tile var bounds = new Box2i(chunk + buffer, chunk + layerProto.Size - buffer);
var lower = (int) Math.Floor(buffer); var count = (int) (bounds.Area / (layerProto.Radius * layerProto.Radius));
var upper = (int) Math.Ceiling(layerProto.Size - buffer);
// TODO: Need poisson but crashes whenever I use moony's due to inputs or smth idk
// Get the total amount of groups to spawn across the entire chunk.
var count = (int) ((layerProto.Size - buffer) * (layerProto.Size - buffer) /
(layerProto.Radius * layerProto.Radius));
count = Math.Min(count, layerProto.MaxCount); count = Math.Min(count, layerProto.MaxCount);
// Pick a random tile then BFS outwards from it GetMarkerNodes(gridUid, component, grid, layerProto, forced, bounds, count, rand,
// It will bias edge tiles significantly more but will make the CPU cry less. out var spawnSet, out var existing);
for (var i = 0; i < count; i++)
// Forcing markers to spawn so delete any that were found to be in the way.
if (forced && existing.Count > 0)
{ {
var groupSize = rand.Next(layerProto.MinGroupSize, layerProto.MaxGroupSize + 1); // Lock something so we can delete these safely.
var startNodeX = rand.Next(lower, upper + 1); lock (component.PendingMarkers)
var startNodeY = rand.Next(lower, upper + 1);
var startNode = new Vector2i(startNodeX, startNodeY);
frontier.Clear();
frontier.Add(startNode + chunk);
while (groupSize >= 0 && frontier.Count > 0)
{ {
var frontierIndex = rand.Next(frontier.Count); foreach (var ent in existing)
var node = frontier[frontierIndex];
frontier.RemoveSwap(frontierIndex);
// Add neighbors regardless.
for (var x = -1; x <= 1; x++)
{ {
for (var y = -1; y <= 1; y++) Del(ent);
{
if (x != 0 && y != 0)
continue;
var neighbor = new Vector2i(node.X + x, node.Y + y);
var chunkOffset = neighbor - chunk;
// Check if it's inbounds.
if (chunkOffset.X < lower ||
chunkOffset.Y < lower ||
chunkOffset.X > upper ||
chunkOffset.Y > upper)
{
continue;
}
if (!spawnSet.Add(neighbor))
continue;
frontier.Add(neighbor);
}
}
// Check if it's a valid spawn, if so then use it.
var enumerator = _mapSystem.GetAnchoredEntitiesEnumerator(gridUid, grid, node);
enumerator.MoveNext(out var existing);
if (!forced && existing != null)
continue;
// Check if mask matches // anything blocking.
TryGetEntity(node, component, grid, out var proto);
// If there's an existing entity and it doesn't match the mask then skip.
if (layerProto.EntityMask.Count > 0 &&
(proto == null ||
!layerProto.EntityMask.ContainsKey(proto)))
{
continue;
}
// If it's just a flat spawn then just check for anything blocking.
if (proto != null && layerProto.Prototype != null)
{
continue;
}
DebugTools.Assert(layerProto.EntityMask.Count == 0 || !string.IsNullOrEmpty(proto));
var chunkOrigin = SharedMapSystem.GetChunkIndices(node, ChunkSize) * ChunkSize;
if (!pending.TryGetValue(chunkOrigin, out var pendingMarkers))
{
pendingMarkers = new Dictionary<string, List<Vector2i>>();
pending[chunkOrigin] = pendingMarkers;
}
if (!pendingMarkers.TryGetValue(layer, out var layerMarkers))
{
layerMarkers = new List<Vector2i>();
pendingMarkers[layer] = layerMarkers;
}
layerMarkers.Add(node);
groupSize--;
spawnSet.Add(node);
if (forced && existing != null)
{
// Just lock anything so we can dump this
lock (component.PendingMarkers)
{
Del(existing.Value);
}
} }
} }
} }
lock (component.PendingMarkers) foreach (var node in spawnSet.Keys)
{
var chunkOrigin = SharedMapSystem.GetChunkIndices(node, ChunkSize) * ChunkSize;
if (!pending.TryGetValue(chunkOrigin, out var pendingMarkers))
{
pendingMarkers = new Dictionary<string, List<Vector2i>>();
pending[chunkOrigin] = pendingMarkers;
}
if (!pendingMarkers.TryGetValue(layer, out var layerMarkers))
{
layerMarkers = new List<Vector2i>();
pendingMarkers[layer] = layerMarkers;
}
layerMarkers.Add(node);
}
lock (loadedMarkers)
{ {
if (!loadedMarkers.TryGetValue(layer, out var lockMobChunks)) if (!loadedMarkers.TryGetValue(layer, out var lockMobChunks))
{ {
@@ -576,28 +528,130 @@ public sealed partial class BiomeSystem : SharedBiomeSystem
lockMarkers[lockLayer] = nodes; lockMarkers[lockLayer] = nodes;
} }
} }
_tilePool.Return(spawnSet);
} }
}); });
} }
component.ForcedMarkerLayers.Clear(); component.ForcedMarkerLayers.Clear();
var active = _activeChunks[component];
foreach (var chunk in active)
{
LoadMarkerChunk(component, gridUid, grid, chunk, seed);
if (!component.LoadedChunks.Add(chunk))
continue;
// Load NOW!
LoadChunk(component, gridUid, grid, chunk, seed);
}
} }
private void LoadMarkerChunk( /// <summary>
/// Gets the marker nodes for the specified area.
/// </summary>
/// <param name="emptyTiles">Should we include empty tiles when determine markers (e.g. if they are yet to be loaded)</param>
public void GetMarkerNodes(
EntityUid gridUid,
BiomeComponent biome,
MapGridComponent grid,
BiomeMarkerLayerPrototype layerProto,
bool forced,
Box2i bounds,
int count,
Random rand,
out Dictionary<Vector2i, string?> spawnSet,
out HashSet<EntityUid> existingEnts,
bool emptyTiles = true)
{
DebugTools.Assert(count > 0);
var frontier = new ValueList<Vector2i>(32);
// TODO: Need poisson but crashes whenever I use moony's due to inputs or smth idk
// Get the total amount of groups to spawn across the entire chunk.
// We treat a null entity mask as requiring nothing else on the tile
spawnSet = new Dictionary<Vector2i, string?>();
var visited = _tilePool.Get();
existingEnts = new HashSet<EntityUid>();
// Pick a random tile then BFS outwards from it
// It will bias edge tiles significantly more but will make the CPU cry less.
for (var i = 0; i < count; i++)
{
var groupSize = rand.Next(layerProto.MinGroupSize, layerProto.MaxGroupSize + 1);
var startNodeX = rand.Next(bounds.Left, bounds.Right);
var startNodeY = rand.Next(bounds.Bottom, bounds.Top);
var startNode = new Vector2i(startNodeX, startNodeY);
frontier.Clear();
frontier.Add(startNode);
visited.Add(startNode);
while (groupSize >= 0 && frontier.Count > 0)
{
var frontierIndex = rand.Next(frontier.Count);
var node = frontier[frontierIndex];
frontier.RemoveSwap(frontierIndex);
// Add neighbors regardless.
for (var x = -1; x <= 1; x++)
{
for (var y = -1; y <= 1; y++)
{
if (x != 0 && y != 0)
continue;
var neighbor = new Vector2i(node.X + x, node.Y + y);
// Check if it's inbounds.
if (!bounds.Contains(neighbor))
continue;
if (!visited.Add(neighbor))
continue;
frontier.Add(neighbor);
}
}
// Empty tile, skip if relevant.
if (!emptyTiles && (!_mapSystem.TryGetTile(grid, node, out var tile) || tile.IsEmpty))
continue;
// Check if it's a valid spawn, if so then use it.
var enumerator = _mapSystem.GetAnchoredEntitiesEnumerator(gridUid, grid, node);
enumerator.MoveNext(out var existing);
if (!forced && existing != null)
continue;
// Check if mask matches // anything blocking.
TryGetEntity(node, biome, grid, out var proto);
// If there's an existing entity and it doesn't match the mask then skip.
if (layerProto.EntityMask.Count > 0 &&
(proto == null ||
!layerProto.EntityMask.ContainsKey(proto)))
{
continue;
}
// If it's just a flat spawn then just check for anything blocking.
if (proto != null && layerProto.Prototype != null)
{
continue;
}
DebugTools.Assert(layerProto.EntityMask.Count == 0 || !string.IsNullOrEmpty(proto));
groupSize--;
spawnSet.Add(node, proto);
if (existing != null)
{
existingEnts.Add(existing.Value);
}
}
}
_tilePool.Return(visited);
}
/// <summary>
/// Loads the pre-deteremined marker nodes for a particular chunk.
/// This is calculated in <see cref="BuildMarkerChunks"/>
/// </summary>
/// <remarks>
/// Note that the marker chunks do not correspond to this chunk.
/// </remarks>
private void LoadChunkMarkers(
BiomeComponent component, BiomeComponent component,
EntityUid gridUid, EntityUid gridUid,
MapGridComponent grid, MapGridComponent grid,

View File

@@ -1,5 +1,4 @@
using System.Numerics; using System.Numerics;
using Content.Server.Shuttle.Components;
using Content.Server.Shuttles.Components; using Content.Server.Shuttles.Components;
using Content.Server.Shuttles.Systems; using Content.Server.Shuttles.Systems;
using Content.Shared.Movement.Components; using Content.Shared.Movement.Components;
@@ -9,6 +8,7 @@ using Content.Shared.Shuttles.Systems;
using Robust.Shared.Map; using Robust.Shared.Map;
using Robust.Shared.Physics.Components; using Robust.Shared.Physics.Components;
using Robust.Shared.Player; using Robust.Shared.Player;
using DroneConsoleComponent = Content.Server.Shuttles.DroneConsoleComponent;
namespace Content.Server.Physics.Controllers namespace Content.Server.Physics.Controllers
{ {

View File

@@ -0,0 +1,146 @@
using System.Numerics;
using System.Threading.Tasks;
using Content.Shared.Maps;
using Content.Shared.Procedural;
using Content.Shared.Procedural.DungeonGenerators;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
using Robust.Shared.Random;
using Robust.Shared.Utility;
namespace Content.Server.Procedural;
public sealed partial class DungeonJob
{
private async Task<Dungeon> GenerateNoiseDungeon(NoiseDunGen dungen, EntityUid gridUid, MapGridComponent grid,
int seed)
{
var rand = new Random(seed);
var tiles = new List<(Vector2i, Tile)>();
foreach (var layer in dungen.Layers)
{
layer.Noise.SetSeed(seed);
}
// First we have to find a seed tile, then floodfill from there until we get to noise
// at which point we floodfill the entire noise.
var iterations = dungen.Iterations;
var area = new Box2i();
var frontier = new Queue<Vector2i>();
var rooms = new List<DungeonRoom>();
var tileCount = 0;
var tileCap = rand.NextGaussian(dungen.TileCap, dungen.CapStd);
var visited = new HashSet<Vector2i>();
while (iterations > 0 && tileCount < tileCap)
{
var roomTiles = new HashSet<Vector2i>();
iterations--;
// Get a random exterior tile to start floodfilling from.
var edge = rand.Next(4);
Vector2i seedTile;
switch (edge)
{
case 0:
seedTile = new Vector2i(rand.Next(area.Left - 2, area.Right + 1), area.Bottom - 2);
break;
case 1:
seedTile = new Vector2i(area.Right + 1, rand.Next(area.Bottom - 2, area.Top + 1));
break;
case 2:
seedTile = new Vector2i(rand.Next(area.Left - 2, area.Right + 1), area.Top + 1);
break;
case 3:
seedTile = new Vector2i(area.Left - 2, rand.Next(area.Bottom - 2, area.Top + 1));
break;
default:
throw new ArgumentOutOfRangeException();
}
DebugTools.Assert(!visited.Contains(seedTile));
var noiseFill = false;
frontier.Clear();
visited.Add(seedTile);
frontier.Enqueue(seedTile);
area = area.UnionTile(seedTile);
Box2i roomArea = new Box2i(seedTile, seedTile + Vector2i.One);
// Time to floodfill again
while (frontier.TryDequeue(out var node) && tileCount < tileCap)
{
var foundNoise = false;
foreach (var layer in dungen.Layers)
{
var value = layer.Noise.GetNoise(node.X, node.Y);
if (value < layer.Threshold)
continue;
roomArea = roomArea.UnionTile(node);
foundNoise = true;
noiseFill = true;
var tileDef = _tileDefManager[layer.Tile];
var variant = rand.NextByte(tileDef.Variants);
tiles.Add((node, new Tile(tileDef.TileId, variant: variant)));
roomTiles.Add(node);
tileCount++;
break;
}
// Don't get neighbors if they don't have noise.
// only if we've already found any noise.
if (noiseFill && !foundNoise)
continue;
for (var x = -1; x <= 1; x++)
{
for (var y = -1; y <= 1; y++)
{
// Cardinals only
if (x != 0 && y != 0)
continue;
var neighbor = new Vector2i(node.X + x, node.Y + y);
if (!visited.Add(neighbor))
continue;
area = area.UnionTile(neighbor);
frontier.Enqueue(neighbor);
}
}
await SuspendIfOutOfTime();
ValidateResume();
}
var center = Vector2.Zero;
foreach (var tile in roomTiles)
{
center += tile + grid.TileSizeHalfVector;
}
center /= roomTiles.Count;
rooms.Add(new DungeonRoom(roomTiles, center, roomArea, new HashSet<Vector2i>()));
await SuspendIfOutOfTime();
ValidateResume();
}
grid.SetTiles(tiles);
var dungeon = new Dungeon(rooms);
foreach (var tile in tiles)
{
dungeon.RoomTiles.Add(tile.Item1);
}
return dungeon;
}
}

View File

@@ -790,7 +790,7 @@ public sealed partial class DungeonJob
foreach (var entrance in room.Entrances) foreach (var entrance in room.Entrances)
{ {
// Just so we can still actually get in to the entrance we won't deter from a tile away from it. // Just so we can still actually get in to the entrance we won't deter from a tile away from it.
var normal = ((Vector2) entrance + grid.TileSizeHalfVector - room.Center).ToWorldAngle().GetCardinalDir().ToIntVec(); var normal = (entrance + grid.TileSizeHalfVector - room.Center).ToWorldAngle().GetCardinalDir().ToIntVec();
deterredTiles.Remove(entrance + normal); deterredTiles.Remove(entrance + normal);
} }
} }

View File

@@ -0,0 +1,138 @@
using System.Threading.Tasks;
using Content.Server.Parallax;
using Content.Shared.Parallax.Biomes;
using Content.Shared.Parallax.Biomes.Markers;
using Content.Shared.Procedural;
using Content.Shared.Procedural.PostGeneration;
using Content.Shared.Random.Helpers;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
using Robust.Shared.Utility;
namespace Content.Server.Procedural;
public sealed partial class DungeonJob
{
/*
* Handles PostGen code for marker layers + biomes.
*/
private async Task PostGen(BiomePostGen postGen, Dungeon dungeon, EntityUid gridUid, MapGridComponent grid, Random random)
{
if (_entManager.TryGetComponent(gridUid, out BiomeComponent? biomeComp))
return;
biomeComp = _entManager.AddComponent<BiomeComponent>(gridUid);
var biomeSystem = _entManager.System<BiomeSystem>();
biomeSystem.SetTemplate(gridUid, biomeComp, _prototype.Index(postGen.BiomeTemplate));
var seed = random.Next();
var xformQuery = _entManager.GetEntityQuery<TransformComponent>();
foreach (var node in dungeon.RoomTiles)
{
// Need to set per-tile to override data.
if (biomeSystem.TryGetTile(node, biomeComp.Layers, seed, grid, out var tile))
{
_maps.SetTile(gridUid, grid, node, tile.Value);
}
if (biomeSystem.TryGetDecals(node, biomeComp.Layers, seed, grid, out var decals))
{
foreach (var decal in decals)
{
_decals.TryAddDecal(decal.ID, new EntityCoordinates(gridUid, decal.Position), out _);
}
}
if (biomeSystem.TryGetEntity(node, biomeComp, grid, out var entityProto))
{
var ent = _entManager.SpawnEntity(entityProto, new EntityCoordinates(gridUid, node + grid.TileSizeHalfVector));
var xform = xformQuery.Get(ent);
if (!xform.Comp.Anchored)
{
_transform.AnchorEntity(ent, xform);
}
// TODO: Engine bug with SpawnAtPosition
DebugTools.Assert(xform.Comp.Anchored);
}
await SuspendIfOutOfTime();
ValidateResume();
}
biomeComp.Enabled = false;
}
private async Task PostGen(BiomeMarkerLayerPostGen postGen, Dungeon dungeon, EntityUid gridUid, MapGridComponent grid, Random random)
{
if (!_entManager.TryGetComponent(gridUid, out BiomeComponent? biomeComp))
return;
var biomeSystem = _entManager.System<BiomeSystem>();
var weightedRandom = _prototype.Index(postGen.MarkerTemplate);
var xformQuery = _entManager.GetEntityQuery<TransformComponent>();
var templates = new Dictionary<string, int>();
for (var i = 0; i < postGen.Count; i++)
{
var template = weightedRandom.Pick(random);
var count = templates.GetOrNew(template);
count++;
templates[template] = count;
}
foreach (var (template, count) in templates)
{
var markerTemplate = _prototype.Index<BiomeMarkerLayerPrototype>(template);
var bounds = new Box2i();
foreach (var tile in dungeon.RoomTiles)
{
bounds = bounds.UnionTile(tile);
}
await SuspendIfOutOfTime();
ValidateResume();
biomeSystem.GetMarkerNodes(gridUid, biomeComp, grid, markerTemplate, true, bounds, count,
random, out var spawnSet, out var existing, false);
await SuspendIfOutOfTime();
ValidateResume();
foreach (var ent in existing)
{
_entManager.DeleteEntity(ent);
}
await SuspendIfOutOfTime();
ValidateResume();
foreach (var (node, mask) in spawnSet)
{
string? proto;
if (mask != null && markerTemplate.EntityMask.TryGetValue(mask, out var maskedProto))
{
proto = maskedProto;
}
else
{
proto = markerTemplate.Prototype;
}
var ent = _entManager.SpawnAtPosition(proto, new EntityCoordinates(gridUid, node + grid.TileSizeHalfVector));
var xform = xformQuery.Get(ent);
if (!xform.Comp.Anchored)
_transform.AnchorEntity(ent, xform);
await SuspendIfOutOfTime();
ValidateResume();
}
}
}
}

View File

@@ -27,6 +27,7 @@ public sealed partial class DungeonJob : Job<Dungeon>
private readonly DecalSystem _decals; private readonly DecalSystem _decals;
private readonly DungeonSystem _dungeon; private readonly DungeonSystem _dungeon;
private readonly EntityLookupSystem _lookup; private readonly EntityLookupSystem _lookup;
private readonly SharedMapSystem _maps;
private readonly SharedTransformSystem _transform; private readonly SharedTransformSystem _transform;
private EntityQuery<TagComponent> _tagQuery; private EntityQuery<TagComponent> _tagQuery;
@@ -68,6 +69,7 @@ public sealed partial class DungeonJob : Job<Dungeon>
_decals = decals; _decals = decals;
_dungeon = dungeon; _dungeon = dungeon;
_lookup = lookup; _lookup = lookup;
_maps = _entManager.System<SharedMapSystem>();
_transform = transform; _transform = transform;
_tagQuery = _entManager.GetEntityQuery<TagComponent>(); _tagQuery = _entManager.GetEntityQuery<TagComponent>();
@@ -86,15 +88,18 @@ public sealed partial class DungeonJob : Job<Dungeon>
switch (_gen.Generator) switch (_gen.Generator)
{ {
case NoiseDunGen noise:
dungeon = await GenerateNoiseDungeon(noise, _gridUid, _grid, _seed);
break;
case PrefabDunGen prefab: case PrefabDunGen prefab:
dungeon = await GeneratePrefabDungeon(prefab, _gridUid, _grid, _seed); dungeon = await GeneratePrefabDungeon(prefab, _gridUid, _grid, _seed);
DebugTools.Assert(dungeon.RoomExteriorTiles.Count > 0);
break; break;
default: default:
throw new NotImplementedException(); throw new NotImplementedException();
} }
DebugTools.Assert(dungeon.RoomTiles.Count > 0); DebugTools.Assert(dungeon.RoomTiles.Count > 0);
DebugTools.Assert(dungeon.RoomExteriorTiles.Count > 0);
// To make it slightly more deterministic treat this RNG as separate ig. // To make it slightly more deterministic treat this RNG as separate ig.
var random = new Random(_seed); var random = new Random(_seed);
@@ -108,6 +113,9 @@ public sealed partial class DungeonJob : Job<Dungeon>
case AutoCablingPostGen cabling: case AutoCablingPostGen cabling:
await PostGen(cabling, dungeon, _gridUid, _grid, random); await PostGen(cabling, dungeon, _gridUid, _grid, random);
break; break;
case BiomePostGen biome:
await PostGen(biome, dungeon, _gridUid, _grid, random);
break;
case BoundaryWallPostGen boundary: case BoundaryWallPostGen boundary:
await PostGen(boundary, dungeon, _gridUid, _grid, random); await PostGen(boundary, dungeon, _gridUid, _grid, random);
break; break;
@@ -138,6 +146,9 @@ public sealed partial class DungeonJob : Job<Dungeon>
case InternalWindowPostGen internalWindow: case InternalWindowPostGen internalWindow:
await PostGen(internalWindow, dungeon, _gridUid, _grid, random); await PostGen(internalWindow, dungeon, _gridUid, _grid, random);
break; break;
case BiomeMarkerLayerPostGen markerPost:
await PostGen(markerPost, dungeon, _gridUid, _grid, random);
break;
case RoomEntrancePostGen rEntrance: case RoomEntrancePostGen rEntrance:
await PostGen(rEntrance, dungeon, _gridUid, _grid, random); await PostGen(rEntrance, dungeon, _gridUid, _grid, random);
break; break;
@@ -154,6 +165,7 @@ public sealed partial class DungeonJob : Job<Dungeon>
break; break;
} }
// Defer splitting so they don't get spammed and so we don't have to worry about tracking the grid along the way.
_grid.CanSplit = true; _grid.CanSplit = true;
_entManager.System<GridFixtureSystem>().CheckSplits(_gridUid); _entManager.System<GridFixtureSystem>().CheckSplits(_gridUid);
return dungeon; return dungeon;

View File

@@ -227,7 +227,6 @@ public sealed partial class DungeonSystem : SharedDungeonSystem
_dungeonJobs.Add(job, cancelToken); _dungeonJobs.Add(job, cancelToken);
_dungeonJobQueue.EnqueueJob(job); _dungeonJobQueue.EnqueueJob(job);
job.Run();
await job.AsTask; await job.AsTask;
if (job.Exception != null) if (job.Exception != null)

View File

@@ -5,6 +5,9 @@ using Robust.Shared.Random;
namespace Content.Server.Salvage; namespace Content.Server.Salvage;
/// <summary>
/// Transports attached entities to the linked beacon after a timer has elapsed.
/// </summary>
public sealed class FultonSystem : SharedFultonSystem public sealed class FultonSystem : SharedFultonSystem
{ {
[Dependency] private readonly IRobustRandom _random = default!; [Dependency] private readonly IRobustRandom _random = default!;

View File

@@ -0,0 +1,7 @@
namespace Content.Server.Salvage.Magnet;
[RegisterComponent]
public sealed partial class SalvageMagnetComponent : Component
{
}

View File

@@ -0,0 +1,57 @@
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
namespace Content.Server.Salvage.Magnet;
/// <summary>
/// Added to the station to hold salvage magnet data.
/// </summary>
[RegisterComponent]
public sealed partial class SalvageMagnetDataComponent : Component
{
// May be multiple due to splitting.
/// <summary>
/// Entities currently magnetised.
/// </summary>
[DataField]
public List<EntityUid>? ActiveEntities;
/// <summary>
/// If the magnet is currently active when does it end.
/// </summary>
[DataField(customTypeSerializer:typeof(TimeOffsetSerializer))]
public TimeSpan? EndTime;
[DataField(customTypeSerializer:typeof(TimeOffsetSerializer))]
public TimeSpan NextOffer;
/// <summary>
/// How long salvage will be active for before despawning.
/// </summary>
[DataField]
public TimeSpan ActiveTime = TimeSpan.FromMinutes(6);
/// <summary>
/// Cooldown between offerings after one ends.
/// </summary>
[DataField]
public TimeSpan OfferCooldown = TimeSpan.FromMinutes(3);
/// <summary>
/// Seeds currently offered
/// </summary>
[DataField]
public List<int> Offered = new();
[DataField]
public int OfferCount = 6;
[DataField]
public int ActiveSeed;
/// <summary>
/// Final countdown announcement.
/// </summary>
[DataField]
public bool Announced;
}

View File

@@ -0,0 +1,14 @@
namespace Content.Server.Salvage.Magnet;
/// <summary>
/// Indicates the entity is a salvage target for tracking.
/// </summary>
[RegisterComponent]
public sealed partial class SalvageMagnetTargetComponent : Component
{
/// <summary>
/// Entity that spawned us.
/// </summary>
[DataField]
public EntityUid DataTarget;
}

View File

@@ -0,0 +1,12 @@
namespace Content.Server.Salvage.Magnet;
// This is dumb
/// <summary>
/// Deletes the attached entity if the linked entity is deleted.
/// </summary>
[RegisterComponent]
public sealed partial class SalvageMobRestrictionsComponent : Component
{
[DataField, ViewVariables(VVAccess.ReadWrite)]
public EntityUid LinkedEntity;
}

View File

@@ -1,14 +0,0 @@
namespace Content.Server.Salvage
{
/// <summary>
/// A grid spawned by a salvage magnet.
/// </summary>
[RegisterComponent]
public sealed partial class SalvageGridComponent : Component
{
/// <summary>
/// The magnet that spawned this grid.
/// </summary>
public EntityUid? SpawnerMagnet;
}
}

View File

@@ -1,138 +0,0 @@
using Content.Shared.Radio;
using Content.Shared.Random;
using Content.Shared.Salvage;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Server.Salvage
{
/// <summary>
/// A salvage magnet.
/// </summary>
[NetworkedComponent, RegisterComponent]
[Access(typeof(SalvageSystem))]
public sealed partial class SalvageMagnetComponent : SharedSalvageMagnetComponent
{
/// <summary>
/// Maximum distance from the offset position that will be used as a salvage's spawnpoint.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("offsetRadiusMax")]
public float OffsetRadiusMax = 32;
/// <summary>
/// The entity attached to the magnet
/// </summary>
[ViewVariables(VVAccess.ReadOnly)]
[DataField("attachedEntity")]
public EntityUid? AttachedEntity;
/// <summary>
/// Current state of this magnet
/// </summary>
[ViewVariables(VVAccess.ReadOnly)]
[DataField("magnetState")]
public MagnetState MagnetState = MagnetState.Inactive;
/// <summary>
/// How long it takes for the magnet to pull in the debris
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("baseAttachingTime")]
public TimeSpan BaseAttachingTime = TimeSpan.FromSeconds(30);
/// <summary>
/// How long it actually takes for the magnet to pull in the debris
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("attachingTime")]
public TimeSpan AttachingTime = TimeSpan.FromSeconds(30);
/// <summary>
/// How long the magnet can hold the debris until it starts losing the lock
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("holdTime")]
public TimeSpan HoldTime = TimeSpan.FromSeconds(240);
/// <summary>
/// How long the magnet can hold the debris while losing the lock
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("detachingTime")]
public TimeSpan DetachingTime = TimeSpan.FromSeconds(30);
/// <summary>
/// How long the magnet has to cool down for after use
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("baseCooldownTime")]
public TimeSpan BaseCooldownTime = TimeSpan.FromSeconds(60);
/// <summary>
/// How long the magnet actually has to cool down for after use
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("cooldownTime")]
public TimeSpan CooldownTime = TimeSpan.FromSeconds(60);
[DataField("salvageChannel", customTypeSerializer: typeof(PrototypeIdSerializer<RadioChannelPrototype>))]
public string SalvageChannel = "Supply";
/// <summary>
/// Current how much charge the magnet currently has
/// </summary>
[DataField("chargeRemaining")]
public int ChargeRemaining = 5;
/// <summary>
/// How much capacity the magnet can hold
/// </summary>
[DataField("chargeCapacity")]
public int ChargeCapacity = 5;
/// <summary>
/// Used as a guard to prevent spamming the appearance system
/// </summary>
[DataField("previousCharge")]
public int PreviousCharge = 5;
/// <summary>
/// The chance that a random procgen asteroid will be
/// generated rather than a static salvage prototype.
/// </summary>
[DataField("asteroidChance"), ViewVariables(VVAccess.ReadWrite)]
public float AsteroidChance = 0.6f;
/// <summary>
/// A weighted random prototype corresponding to
/// what asteroid entities will be generated.
/// </summary>
[DataField("asteroidPool", customTypeSerializer: typeof(PrototypeIdSerializer<WeightedRandomEntityPrototype>)), ViewVariables(VVAccess.ReadWrite)]
public string AsteroidPool = "RandomAsteroidPool";
}
[CopyByRef, DataRecord]
public record struct MagnetState(MagnetStateType StateType, TimeSpan Until)
{
public static readonly MagnetState Inactive = new (MagnetStateType.Inactive, TimeSpan.Zero);
};
public sealed class SalvageMagnetActivatedEvent : EntityEventArgs
{
public EntityUid Magnet;
public SalvageMagnetActivatedEvent(EntityUid magnet)
{
Magnet = magnet;
}
}
public enum MagnetStateType
{
Inactive,
Attaching,
Holding,
Detaching,
CoolingDown,
}
}

View File

@@ -1,20 +0,0 @@
using Robust.Shared.Prototypes;
using Robust.Shared.Utility;
namespace Content.Server.Salvage;
[Prototype("salvageMap")]
public sealed partial class SalvageMapPrototype : IPrototype
{
[ViewVariables] [IdDataField] public string ID { get; } = default!;
/// <summary>
/// Relative directory path to the given map, i.e. `Maps/Salvage/template.yml`
/// </summary>
[DataField("mapPath", required: true)] public ResPath MapPath;
/// <summary>
/// Name for admin use
/// </summary>
[DataField("name")] public string Name = string.Empty;
}

View File

@@ -1,23 +0,0 @@
using Robust.Shared.GameObjects;
using Robust.Shared.Maths;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
using System;
namespace Content.Server.Salvage;
/// <summary>
/// This component exists as a sort of stateful marker for a
/// killswitch meant to keep salvage mobs from doing stuff they
/// really shouldn't (attacking station).
/// The main thing is that adding this component ties the mob to
/// whatever it's currently parented to.
/// </summary>
[RegisterComponent]
public sealed partial class SalvageMobRestrictionsComponent : Component
{
[ViewVariables(VVAccess.ReadOnly)]
[DataField("linkedGridEntity")]
public EntityUid LinkedGridEntity = EntityUid.Invalid;
}

View File

@@ -1,23 +0,0 @@
using Robust.Shared.GameObjects;
using Robust.Shared.Maths;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
using System;
namespace Content.Server.Salvage;
/// <summary>
/// This component is attached to grids when a salvage mob is
/// spawned on them.
/// This attachment is done by SalvageMobRestrictionsSystem.
/// *Simply put, when this component is removed, the mobs die.*
/// *This applies even if the mobs are off-grid at the time.*
/// </summary>
[RegisterComponent]
public sealed partial class SalvageMobRestrictionsGridComponent : Component
{
[ViewVariables(VVAccess.ReadOnly)]
[DataField("mobsToKill")]
public List<EntityUid> MobsToKill = new();
}

View File

@@ -1,70 +0,0 @@
using Content.Server.Body.Systems;
using Content.Shared.Body.Components;
using Content.Shared.Damage;
using Content.Shared.Mobs.Systems;
namespace Content.Server.Salvage;
public sealed class SalvageMobRestrictionsSystem : EntitySystem
{
[Dependency] private readonly BodySystem _bodySystem = default!;
[Dependency] private readonly DamageableSystem _damageableSystem = default!;
[Dependency] private readonly MobStateSystem _mobStateSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<SalvageMobRestrictionsComponent, ComponentInit>(OnInit);
SubscribeLocalEvent<SalvageMobRestrictionsComponent, ComponentRemove>(OnRemove);
SubscribeLocalEvent<SalvageMobRestrictionsGridComponent, ComponentRemove>(OnRemoveGrid);
}
private void OnInit(EntityUid uid, SalvageMobRestrictionsComponent component, ComponentInit args)
{
var gridUid = Transform(uid).ParentUid;
if (!EntityManager.EntityExists(gridUid))
{
// Give up, we were spawned improperly
return;
}
// When this code runs, the salvage magnet hasn't actually gotten ahold of the entity yet.
// So it therefore isn't in a position to do this.
if (!TryComp(gridUid, out SalvageMobRestrictionsGridComponent? rg))
{
rg = AddComp<SalvageMobRestrictionsGridComponent>(gridUid);
}
rg.MobsToKill.Add(uid);
component.LinkedGridEntity = gridUid;
}
private void OnRemove(EntityUid uid, SalvageMobRestrictionsComponent component, ComponentRemove args)
{
if (TryComp(component.LinkedGridEntity, out SalvageMobRestrictionsGridComponent? rg))
{
rg.MobsToKill.Remove(uid);
}
}
private void OnRemoveGrid(EntityUid uid, SalvageMobRestrictionsGridComponent component, ComponentRemove args)
{
var metaQuery = GetEntityQuery<MetaDataComponent>();
var bodyQuery = GetEntityQuery<BodyComponent>();
var damageQuery = GetEntityQuery<DamageableComponent>();
foreach (var target in component.MobsToKill)
{
if (Deleted(target, metaQuery)) continue;
if (_mobStateSystem.IsDead(target)) continue; // DONT WASTE BIOMASS
if (bodyQuery.TryGetComponent(target, out var body))
{
// Just because.
_bodySystem.GibBody(target, body: body);
}
else if (damageQuery.TryGetComponent(target, out var damageableComponent))
{
_damageableSystem.SetAllDamage(target, damageableComponent, 200);
}
}
}
}

View File

@@ -44,7 +44,7 @@ sealed class SalvageRulerCommand : IConsoleCommand
var first = true; var first = true;
foreach (var mapGrid in _maps.GetAllGrids(entityTransform.MapID)) foreach (var mapGrid in _maps.GetAllGrids(entityTransform.MapID))
{ {
var aabb = _entities.GetComponent<TransformComponent>(mapGrid).WorldMatrix.TransformBox(mapGrid.Comp.LocalAABB); var aabb = _entities.System<SharedTransformSystem>().GetWorldMatrix(mapGrid).TransformBox(mapGrid.Comp.LocalAABB);
if (first) if (first)
{ {
total = aabb; total = aabb;

View File

@@ -0,0 +1,408 @@
using System.Linq;
using System.Numerics;
using System.Threading.Tasks;
using Content.Server.Salvage.Magnet;
using Content.Shared.Humanoid;
using Content.Shared.Mobs.Components;
using Content.Shared.Radio;
using Content.Shared.Salvage.Magnet;
using Robust.Server.Maps;
using Robust.Shared.Map;
namespace Content.Server.Salvage;
public sealed partial class SalvageSystem
{
[ValidatePrototypeId<RadioChannelPrototype>]
private const string MagnetChannel = "Supply";
private EntityQuery<SalvageMobRestrictionsComponent> _salvMobQuery;
private void InitializeMagnet()
{
_salvMobQuery = GetEntityQuery<SalvageMobRestrictionsComponent>();
SubscribeLocalEvent<SalvageMagnetDataComponent, MapInitEvent>(OnMagnetDataMapInit);
SubscribeLocalEvent<SalvageMagnetTargetComponent, GridSplitEvent>(OnMagnetTargetSplit);
SubscribeLocalEvent<SalvageMagnetComponent, MagnetClaimOfferEvent>(OnMagnetClaim);
SubscribeLocalEvent<SalvageMagnetComponent, ComponentStartup>(OnMagnetStartup);
SubscribeLocalEvent<SalvageMagnetComponent, AnchorStateChangedEvent>(OnMagnetAnchored);
}
private void OnMagnetClaim(EntityUid uid, SalvageMagnetComponent component, ref MagnetClaimOfferEvent args)
{
var player = args.Session.AttachedEntity;
if (player is null)
return;
var station = _station.GetOwningStation(uid);
if (!TryComp(station, out SalvageMagnetDataComponent? dataComp) ||
dataComp.EndTime != null)
{
return;
}
TakeMagnetOffer((station.Value, dataComp), args.Index, (uid, component));
}
private void OnMagnetStartup(EntityUid uid, SalvageMagnetComponent component, ComponentStartup args)
{
UpdateMagnetUI((uid, component), Transform(uid));
}
private void OnMagnetAnchored(EntityUid uid, SalvageMagnetComponent component, ref AnchorStateChangedEvent args)
{
if (!args.Anchored)
return;
UpdateMagnetUI((uid, component), args.Transform);
}
private void OnMagnetDataMapInit(EntityUid uid, SalvageMagnetDataComponent component, ref MapInitEvent args)
{
CreateMagnetOffers((uid, component));
}
private void OnMagnetTargetSplit(EntityUid uid, SalvageMagnetTargetComponent component, ref GridSplitEvent args)
{
// Don't think I'm not onto you people splitting to make new grids.
if (TryComp(component.DataTarget, out SalvageMagnetDataComponent? dataComp))
{
foreach (var gridUid in args.NewGrids)
{
dataComp.ActiveEntities?.Add(gridUid);
}
}
}
private void UpdateMagnet()
{
var dataQuery = EntityQueryEnumerator<SalvageMagnetDataComponent>();
var curTime = _timing.CurTime;
while (dataQuery.MoveNext(out var uid, out var magnetData))
{
// Magnet currently active.
if (magnetData.EndTime != null)
{
if (magnetData.EndTime.Value < curTime)
{
EndMagnet((uid, magnetData));
}
else if (!magnetData.Announced && (magnetData.EndTime.Value - curTime).TotalSeconds < 31)
{
var magnet = GetMagnet((uid, magnetData));
if (magnet != null)
{
Report(magnet.Value.Owner, MagnetChannel,
"salvage-system-announcement-losing",
("timeLeft", (magnetData.EndTime.Value - curTime).Seconds));
}
magnetData.Announced = true;
}
}
if (magnetData.NextOffer < curTime)
{
CreateMagnetOffers((uid, magnetData));
}
}
}
/// <summary>
/// Ends the magnet attachment and deletes the relevant grids.
/// </summary>
private void EndMagnet(Entity<SalvageMagnetDataComponent> data)
{
if (data.Comp.ActiveEntities != null)
{
// Handle mobrestrictions getting deleted
var query = AllEntityQuery<SalvageMobRestrictionsComponent>();
while (query.MoveNext(out var salvUid, out var salvMob))
{
if (data.Comp.ActiveEntities.Contains(salvMob.LinkedEntity))
{
QueueDel(salvUid);
}
}
// Uhh yeah don't delete mobs or whatever
var mobQuery = AllEntityQuery<HumanoidAppearanceComponent, MobStateComponent, TransformComponent>();
while (mobQuery.MoveNext(out var mobUid, out _, out _, out var xform))
{
if (xform.GridUid == null || !data.Comp.ActiveEntities.Contains(xform.GridUid.Value) || xform.MapUid == null)
continue;
_transform.SetParent(mobUid, xform.MapUid.Value);
}
// Go and cleanup the active ents.
foreach (var ent in data.Comp.ActiveEntities)
{
Del(ent);
}
data.Comp.ActiveEntities = null;
}
data.Comp.EndTime = null;
UpdateMagnetUIs(data);
}
private void CreateMagnetOffers(Entity<SalvageMagnetDataComponent> data)
{
data.Comp.Offered.Clear();
for (var i = 0; i < data.Comp.OfferCount; i++)
{
var seed = _random.Next();
// Fuck with the seed to mix wrecks and asteroids.
seed = (int) (seed / 10f) * 10;
if (i >= data.Comp.OfferCount / 2)
{
seed++;
}
data.Comp.Offered.Add(seed);
}
data.Comp.NextOffer = _timing.CurTime + data.Comp.OfferCooldown;
UpdateMagnetUIs(data);
}
// Just need something to announce.
private Entity<SalvageMagnetComponent>? GetMagnet(Entity<SalvageMagnetDataComponent> data)
{
var query = AllEntityQuery<SalvageMagnetComponent, TransformComponent>();
while (query.MoveNext(out var magnetUid, out var magnet, out var xform))
{
var stationUid = _station.GetOwningStation(magnetUid, xform);
if (stationUid != data.Owner)
continue;
return (magnetUid, magnet);
}
return null;
}
private void UpdateMagnetUI(Entity<SalvageMagnetComponent> entity, TransformComponent xform)
{
var station = _station.GetOwningStation(entity, xform);
if (!TryComp(station, out SalvageMagnetDataComponent? dataComp))
return;
_ui.TrySetUiState(entity, SalvageMagnetUiKey.Key,
new SalvageMagnetBoundUserInterfaceState(dataComp.Offered)
{
Cooldown = dataComp.OfferCooldown,
Duration = dataComp.ActiveTime,
EndTime = dataComp.EndTime,
NextOffer = dataComp.NextOffer,
ActiveSeed = dataComp.ActiveSeed,
});
}
private void UpdateMagnetUIs(Entity<SalvageMagnetDataComponent> data)
{
var query = AllEntityQuery<SalvageMagnetComponent, TransformComponent>();
while (query.MoveNext(out var magnetUid, out var magnet, out var xform))
{
var station = _station.GetOwningStation(magnetUid, xform);
if (station != data.Owner)
continue;
_ui.TrySetUiState(magnetUid, SalvageMagnetUiKey.Key,
new SalvageMagnetBoundUserInterfaceState(data.Comp.Offered)
{
Cooldown = data.Comp.OfferCooldown,
Duration = data.Comp.ActiveTime,
EndTime = data.Comp.EndTime,
NextOffer = data.Comp.NextOffer,
ActiveSeed = data.Comp.ActiveSeed,
});
}
}
private async Task TakeMagnetOffer(Entity<SalvageMagnetDataComponent> data, int index, Entity<SalvageMagnetComponent> magnet)
{
var seed = data.Comp.Offered[index];
var offering = GetSalvageOffering(seed);
var salvMap = _mapManager.CreateMap();
// Set values while awaiting asteroid dungeon if relevant so we can't double-take offers.
data.Comp.ActiveSeed = seed;
data.Comp.EndTime = _timing.CurTime + data.Comp.ActiveTime;
data.Comp.NextOffer = data.Comp.EndTime.Value;
UpdateMagnetUIs(data);
switch (offering)
{
case AsteroidOffering asteroid:
var grid = _mapManager.CreateGrid(salvMap);
await _dungeon.GenerateDungeonAsync(asteroid.DungeonConfig, grid.Owner, grid, Vector2i.Zero, seed);
break;
case SalvageOffering wreck:
var salvageProto = wreck.SalvageMap;
var opts = new MapLoadOptions
{
Offset = new Vector2(0, 0)
};
if (!_map.TryLoad(salvMap, salvageProto.MapPath.ToString(), out var roots, opts))
{
Report(magnet, MagnetChannel, "salvage-system-announcement-spawn-debris-disintegrated");
_mapManager.DeleteMap(salvMap);
return;
}
break;
default:
throw new ArgumentOutOfRangeException();
}
Box2? bounds = null;
var mapXform = _xformQuery.GetComponent(_mapManager.GetMapEntityId(salvMap));
if (mapXform.ChildCount == 0)
{
Report(magnet.Owner, MagnetChannel, "salvage-system-announcement-spawn-no-debris-available");
return;
}
var mapChildren = mapXform.ChildEnumerator;
while (mapChildren.MoveNext(out var mapChild))
{
// If something went awry in dungen.
if (!_gridQuery.TryGetComponent(mapChild, out var childGrid))
continue;
var childAABB = _transform.GetWorldMatrix(mapChild).TransformBox(childGrid.LocalAABB);
bounds = bounds?.Union(childAABB) ?? childAABB;
// Update mass scanner names as relevant.
if (offering is AsteroidOffering)
{
_metaData.SetEntityName(mapChild, Loc.GetString("salvage-asteroid-name"));
_gravity.EnableGravity(mapChild);
}
}
var magnetGridUid = _xformQuery.GetComponent(magnet.Owner).GridUid;
Box2 attachedBounds = Box2.Empty;
MapId mapId = MapId.Nullspace;
if (magnetGridUid != null)
{
var magnetGridXform = _xformQuery.GetComponent(magnetGridUid.Value);
attachedBounds = _transform.GetWorldMatrix(magnetGridXform)
.TransformBox(_gridQuery.GetComponent(magnetGridUid.Value).LocalAABB);
mapId = magnetGridXform.MapID;
}
if (!TryGetSalvagePlacementLocation(mapId, attachedBounds, bounds!.Value, out var spawnLocation, out var spawnAngle))
{
Report(magnet.Owner, MagnetChannel, "salvage-system-announcement-spawn-no-debris-available");
_mapManager.DeleteMap(salvMap);
return;
}
data.Comp.ActiveEntities = null;
mapChildren = mapXform.ChildEnumerator;
// It worked, move it into position and cleanup values.
while (mapChildren.MoveNext(out var mapChild))
{
var salvXForm = _xformQuery.GetComponent(mapChild);
var localPos = salvXForm.LocalPosition;
_transform.SetParent(mapChild, salvXForm, _mapManager.GetMapEntityId(spawnLocation.MapId));
_transform.SetWorldPositionRotation(mapChild, spawnLocation.Position + localPos, spawnAngle, salvXForm);
data.Comp.ActiveEntities ??= new List<EntityUid>();
data.Comp.ActiveEntities?.Add(mapChild);
// Handle mob restrictions
var children = salvXForm.ChildEnumerator;
while (children.MoveNext(out var child))
{
if (!_salvMobQuery.TryGetComponent(child, out var salvMob))
continue;
salvMob.LinkedEntity = mapChild;
}
}
Report(magnet.Owner, MagnetChannel, "salvage-system-announcement-arrived", ("timeLeft", data.Comp.ActiveTime.TotalSeconds));
_mapManager.DeleteMap(salvMap);
data.Comp.Announced = false;
var active = new SalvageMagnetActivatedEvent()
{
Magnet = magnet,
};
RaiseLocalEvent(ref active);
}
private bool TryGetSalvagePlacementLocation(MapId mapId, Box2 attachedBounds, Box2 bounds, out MapCoordinates coords, out Angle angle)
{
const float OffsetRadiusMin = 4f;
const float OffsetRadiusMax = 16f;
var minDistance = (attachedBounds.Height < attachedBounds.Width ? attachedBounds.Width : attachedBounds.Height) / 2f;
var minActualDistance = bounds.Height < bounds.Width ? minDistance + bounds.Width / 2f : minDistance + bounds.Height / 2f;
var attachedCenter = attachedBounds.Center;
angle = _random.NextAngle();
// Thanks 20kdc
for (var i = 0; i < 20; i++)
{
var randomPos = attachedCenter +
_random.NextAngle().ToVec() * (minActualDistance +
_random.NextFloat(OffsetRadiusMin, OffsetRadiusMax));
var finalCoords = new MapCoordinates(randomPos, mapId);
var box2 = Box2.CenteredAround(finalCoords.Position, bounds.Size);
var box2Rot = new Box2Rotated(box2, angle, finalCoords.Position);
// This doesn't stop it from spawning on top of random things in space
// Might be better like this, ghosts could stop it before
if (_mapManager.FindGridsIntersecting(finalCoords.MapId, box2Rot).Any())
continue;
coords = finalCoords;
return true;
}
coords = MapCoordinates.Nullspace;
return false;
}
}
[ByRefEvent]
public record struct SalvageMagnetActivatedEvent
{
public EntityUid Magnet;
}

View File

@@ -17,6 +17,7 @@ using Robust.Shared.Prototypes;
using Robust.Shared.Random; using Robust.Shared.Random;
using Robust.Shared.Utility; using Robust.Shared.Utility;
using Content.Server.Chat.Managers; using Content.Server.Chat.Managers;
using Content.Server.Gravity;
using Content.Server.Parallax; using Content.Server.Parallax;
using Content.Server.Procedural; using Content.Server.Procedural;
using Content.Server.Shuttles.Systems; using Content.Server.Shuttles.Systems;
@@ -46,39 +47,29 @@ namespace Content.Server.Salvage
[Dependency] private readonly AnchorableSystem _anchorable = default!; [Dependency] private readonly AnchorableSystem _anchorable = default!;
[Dependency] private readonly BiomeSystem _biome = default!; [Dependency] private readonly BiomeSystem _biome = default!;
[Dependency] private readonly DungeonSystem _dungeon = default!; [Dependency] private readonly DungeonSystem _dungeon = default!;
[Dependency] private readonly GravitySystem _gravity = default!;
[Dependency] private readonly MapLoaderSystem _map = default!; [Dependency] private readonly MapLoaderSystem _map = default!;
[Dependency] private readonly SharedPopupSystem _popupSystem = default!; [Dependency] private readonly MetaDataSystem _metaData = default!;
[Dependency] private readonly RadioSystem _radioSystem = default!; [Dependency] private readonly RadioSystem _radioSystem = default!;
[Dependency] private readonly SharedAppearanceSystem _appearanceSystem = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!; [Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!; [Dependency] private readonly SharedTransformSystem _transform = default!;
[Dependency] private readonly ShuttleSystem _shuttle = default!; [Dependency] private readonly ShuttleSystem _shuttle = default!;
[Dependency] private readonly ShuttleConsoleSystem _shuttleConsoles = default!; [Dependency] private readonly ShuttleConsoleSystem _shuttleConsoles = default!;
[Dependency] private readonly StationSystem _station = default!; [Dependency] private readonly StationSystem _station = default!;
[Dependency] private readonly UserInterfaceSystem _ui = default!; [Dependency] private readonly UserInterfaceSystem _ui = default!;
[Dependency] private readonly MetaDataSystem _metaData = default!;
private const int SalvageLocationPlaceAttempts = 25; private EntityQuery<MapGridComponent> _gridQuery;
private EntityQuery<TransformComponent> _xformQuery;
// TODO: This is probably not compatible with multi-station
private readonly Dictionary<EntityUid, SalvageGridState> _salvageGridStates = new();
public override void Initialize() public override void Initialize()
{ {
base.Initialize(); base.Initialize();
SubscribeLocalEvent<SalvageMagnetComponent, InteractHandEvent>(OnInteractHand); _gridQuery = GetEntityQuery<MapGridComponent>();
SubscribeLocalEvent<SalvageMagnetComponent, RefreshPartsEvent>(OnRefreshParts); _xformQuery = GetEntityQuery<TransformComponent>();
SubscribeLocalEvent<SalvageMagnetComponent, UpgradeExamineEvent>(OnUpgradeExamine);
SubscribeLocalEvent<SalvageMagnetComponent, ExaminedEvent>(OnExamined);
SubscribeLocalEvent<SalvageMagnetComponent, ToolUseAttemptEvent>(OnToolUseAttempt);
SubscribeLocalEvent<SalvageMagnetComponent, ComponentShutdown>(OnMagnetRemoval);
SubscribeLocalEvent<GridRemovalEvent>(OnGridRemoval);
// Can't use RoundRestartCleanupEvent, I need to clean up before the grid, and components are gone to prevent the announcements
SubscribeLocalEvent<GameRunLevelChangedEvent>(OnRoundEnd);
InitializeExpeditions(); InitializeExpeditions();
InitializeMagnet();
InitializeRunner(); InitializeRunner();
} }
@@ -88,327 +79,6 @@ namespace Content.Server.Salvage
ShutdownExpeditions(); ShutdownExpeditions();
} }
private void OnRoundEnd(GameRunLevelChangedEvent ev)
{
if(ev.New != GameRunLevel.InRound)
{
_salvageGridStates.Clear();
}
}
private void UpdateAppearance(EntityUid uid, SalvageMagnetComponent? component = null)
{
if (!Resolve(uid, ref component, false))
return;
_appearanceSystem.SetData(uid, SalvageMagnetVisuals.ReadyBlinking, component.MagnetState.StateType == MagnetStateType.Attaching);
_appearanceSystem.SetData(uid, SalvageMagnetVisuals.Ready, component.MagnetState.StateType == MagnetStateType.Holding);
_appearanceSystem.SetData(uid, SalvageMagnetVisuals.Unready, component.MagnetState.StateType == MagnetStateType.CoolingDown);
_appearanceSystem.SetData(uid, SalvageMagnetVisuals.UnreadyBlinking, component.MagnetState.StateType == MagnetStateType.Detaching);
}
private void UpdateChargeStateAppearance(EntityUid uid, TimeSpan currentTime, SalvageMagnetComponent? component = null)
{
if (!Resolve(uid, ref component, false))
return;
var timeLeft = Convert.ToInt32(component.MagnetState.Until.TotalSeconds - currentTime.TotalSeconds);
component.ChargeRemaining = component.MagnetState.StateType switch
{
MagnetStateType.Inactive => 5,
MagnetStateType.Holding => timeLeft / (Convert.ToInt32(component.HoldTime.TotalSeconds) / component.ChargeCapacity) + 1,
MagnetStateType.Detaching => 0,
MagnetStateType.CoolingDown => component.ChargeCapacity - timeLeft / (Convert.ToInt32(component.CooldownTime.TotalSeconds) / component.ChargeCapacity) - 1,
_ => component.ChargeRemaining
};
if (component.PreviousCharge == component.ChargeRemaining)
return;
_appearanceSystem.SetData(uid, SalvageMagnetVisuals.ChargeState, component.ChargeRemaining);
component.PreviousCharge = component.ChargeRemaining;
}
private void OnGridRemoval(GridRemovalEvent ev)
{
// If we ever want to give magnets names, and announce them individually, we would need to loop this, before removing it.
if (_salvageGridStates.Remove(ev.EntityUid))
{
if (TryComp<SalvageGridComponent>(ev.EntityUid, out var salvComp) &&
TryComp<SalvageMagnetComponent>(salvComp.SpawnerMagnet, out var magnet))
Report(salvComp.SpawnerMagnet.Value, magnet.SalvageChannel, "salvage-system-announcement-spawn-magnet-lost");
// For the very unlikely possibility that the salvage magnet was on a salvage, we will not return here
}
foreach(var gridState in _salvageGridStates)
{
foreach(var magnet in gridState.Value.ActiveMagnets)
{
if (!TryComp<SalvageMagnetComponent>(magnet, out var magnetComponent))
continue;
if (magnetComponent.AttachedEntity != ev.EntityUid)
continue;
magnetComponent.AttachedEntity = null;
magnetComponent.MagnetState = MagnetState.Inactive;
return;
}
}
}
private void OnMagnetRemoval(EntityUid uid, SalvageMagnetComponent component, ComponentShutdown args)
{
if (component.MagnetState.StateType == MagnetStateType.Inactive)
return;
var magnetTranform = Transform(uid);
if (magnetTranform.GridUid is not { } gridId || !_salvageGridStates.TryGetValue(gridId, out var salvageGridState))
return;
salvageGridState.ActiveMagnets.Remove(uid);
Report(uid, component.SalvageChannel, "salvage-system-announcement-spawn-magnet-lost");
if (component.AttachedEntity.HasValue)
{
SafeDeleteSalvage(component.AttachedEntity.Value);
component.AttachedEntity = null;
Report(uid, component.SalvageChannel, "salvage-system-announcement-lost");
}
else if (component.MagnetState is { StateType: MagnetStateType.Attaching })
{
Report(uid, component.SalvageChannel, "salvage-system-announcement-spawn-no-debris-available");
}
component.MagnetState = MagnetState.Inactive;
}
private void OnRefreshParts(EntityUid uid, SalvageMagnetComponent component, RefreshPartsEvent args)
{
var rating = args.PartRatings[component.MachinePartDelay] - 1;
var factor = MathF.Pow(component.PartRatingDelay, rating);
component.AttachingTime = component.BaseAttachingTime * factor;
component.CooldownTime = component.BaseCooldownTime * factor;
}
private void OnUpgradeExamine(EntityUid uid, SalvageMagnetComponent component, UpgradeExamineEvent args)
{
args.AddPercentageUpgrade("salvage-system-magnet-delay-upgrade", (float) (component.CooldownTime / component.BaseCooldownTime));
}
private void OnExamined(EntityUid uid, SalvageMagnetComponent component, ExaminedEvent args)
{
if (!args.IsInDetailsRange)
return;
var gotGrid = false;
var remainingTime = TimeSpan.Zero;
if (Transform(uid).GridUid is { } gridId &&
_salvageGridStates.TryGetValue(gridId, out var salvageGridState))
{
remainingTime = component.MagnetState.Until - salvageGridState.CurrentTime;
gotGrid = true;
}
else
{
Log.Warning("Failed to load salvage grid state, can't display remaining time");
}
switch (component.MagnetState.StateType)
{
case MagnetStateType.Inactive:
args.PushMarkup(Loc.GetString("salvage-system-magnet-examined-inactive"));
break;
case MagnetStateType.Attaching:
args.PushMarkup(Loc.GetString("salvage-system-magnet-examined-pulling-in"));
break;
case MagnetStateType.Detaching:
args.PushMarkup(Loc.GetString("salvage-system-magnet-examined-releasing"));
break;
case MagnetStateType.CoolingDown:
if (gotGrid)
args.PushMarkup(Loc.GetString("salvage-system-magnet-examined-cooling-down", ("timeLeft", Math.Ceiling(remainingTime.TotalSeconds))));
break;
case MagnetStateType.Holding:
if (gotGrid)
args.PushMarkup(Loc.GetString("salvage-system-magnet-examined-active", ("timeLeft", Math.Ceiling(remainingTime.TotalSeconds))));
break;
default:
throw new ArgumentOutOfRangeException();
}
}
private void OnToolUseAttempt(EntityUid uid, SalvageMagnetComponent comp, ToolUseAttemptEvent args)
{
// prevent reconstruct exploit to "leak" wrecks or skip cooldowns
if (comp.MagnetState != MagnetState.Inactive)
{
args.Cancel();
}
}
private void OnInteractHand(EntityUid uid, SalvageMagnetComponent component, InteractHandEvent args)
{
if (args.Handled)
return;
args.Handled = true;
StartMagnet(uid, component, args.User);
UpdateAppearance(uid, component);
}
private void StartMagnet(EntityUid uid, SalvageMagnetComponent component, EntityUid user)
{
switch (component.MagnetState.StateType)
{
case MagnetStateType.Inactive:
ShowPopup(uid, "salvage-system-report-activate-success", user);
var magnetTransform = Transform(uid);
var gridId = magnetTransform.GridUid ?? throw new InvalidOperationException("Magnet had no grid associated");
if (!_salvageGridStates.TryGetValue(gridId, out var gridState))
{
gridState = new SalvageGridState();
_salvageGridStates[gridId] = gridState;
}
gridState.ActiveMagnets.Add(uid);
component.MagnetState = new MagnetState(MagnetStateType.Attaching, gridState.CurrentTime + component.AttachingTime);
RaiseLocalEvent(new SalvageMagnetActivatedEvent(uid));
Report(uid, component.SalvageChannel, "salvage-system-report-activate-success");
break;
case MagnetStateType.Attaching:
case MagnetStateType.Holding:
ShowPopup(uid, "salvage-system-report-already-active", user);
break;
case MagnetStateType.Detaching:
case MagnetStateType.CoolingDown:
ShowPopup(uid, "salvage-system-report-cooling-down", user);
break;
default:
throw new ArgumentOutOfRangeException();
}
}
private void ShowPopup(EntityUid uid, string messageKey, EntityUid user)
{
_popupSystem.PopupEntity(Loc.GetString(messageKey), uid, user);
}
private void SafeDeleteSalvage(EntityUid salvage)
{
if(!EntityManager.TryGetComponent<TransformComponent>(salvage, out var salvageTransform))
{
Log.Error("Salvage entity was missing transform component");
return;
}
if (salvageTransform.GridUid == null)
{
Log.Error( "Salvage entity has no associated grid?");
return;
}
foreach (var player in Filter.Empty().AddInGrid(salvageTransform.GridUid.Value, EntityManager).Recipients)
{
if (player.AttachedEntity.HasValue)
{
var playerEntityUid = player.AttachedEntity.Value;
if (HasComp<SalvageMobRestrictionsComponent>(playerEntityUid))
{
// Salvage mobs are NEVER immune (even if they're from a different salvage, they shouldn't be here)
continue;
}
_transform.SetParent(playerEntityUid, salvageTransform.ParentUid);
}
}
// Deletion has to happen before grid traversal re-parents players.
Del(salvage);
}
private bool TryGetSalvagePlacementLocation(EntityUid uid, SalvageMagnetComponent component, Box2 bounds, out MapCoordinates coords, out Angle angle)
{
var xform = Transform(uid);
var smallestBound = (bounds.Height < bounds.Width
? bounds.Height
: bounds.Width) / 2f;
var maxRadius = component.OffsetRadiusMax + smallestBound;
angle = Angle.Zero;
coords = new EntityCoordinates(uid, new Vector2(0, -maxRadius)).ToMap(EntityManager, _transform);
if (xform.GridUid is not null)
angle = _transform.GetWorldRotation(Transform(xform.GridUid.Value));
for (var i = 0; i < SalvageLocationPlaceAttempts; i++)
{
var randomRadius = _random.NextFloat(component.OffsetRadiusMax);
var randomOffset = _random.NextAngle().ToVec() * randomRadius;
var finalCoords = new MapCoordinates(coords.Position + randomOffset, coords.MapId);
var box2 = Box2.CenteredAround(finalCoords.Position, bounds.Size);
var box2Rot = new Box2Rotated(box2, angle, finalCoords.Position);
// This doesn't stop it from spawning on top of random things in space
// Might be better like this, ghosts could stop it before
if (_mapManager.FindGridsIntersecting(finalCoords.MapId, box2Rot).Any())
continue;
coords = finalCoords;
return true;
}
return false;
}
private bool SpawnSalvage(EntityUid uid, SalvageMagnetComponent component)
{
var salvMap = _mapManager.CreateMap();
EntityUid? salvageEnt;
if (_random.Prob(component.AsteroidChance))
{
var asteroidProto = _prototypeManager.Index<WeightedRandomEntityPrototype>(component.AsteroidPool).Pick(_random);
salvageEnt = Spawn(asteroidProto, new MapCoordinates(0, 0, salvMap));
}
else
{
var forcedSalvage = _configurationManager.GetCVar(CCVars.SalvageForced);
var salvageProto = string.IsNullOrWhiteSpace(forcedSalvage)
? _random.Pick(_prototypeManager.EnumeratePrototypes<SalvageMapPrototype>().ToList())
: _prototypeManager.Index<SalvageMapPrototype>(forcedSalvage);
var opts = new MapLoadOptions
{
Offset = new Vector2(0, 0)
};
if (!_map.TryLoad(salvMap, salvageProto.MapPath.ToString(), out var roots, opts) ||
roots.FirstOrNull() is not { } root)
{
Report(uid, component.SalvageChannel, "salvage-system-announcement-spawn-debris-disintegrated");
_mapManager.DeleteMap(salvMap);
return false;
}
salvageEnt = root;
}
var bounds = Comp<MapGridComponent>(salvageEnt.Value).LocalAABB;
if (!TryGetSalvagePlacementLocation(uid, component, bounds, out var spawnLocation, out var spawnAngle))
{
Report(uid, component.SalvageChannel, "salvage-system-announcement-spawn-no-debris-available");
_mapManager.DeleteMap(salvMap);
return false;
}
var salvXForm = Transform(salvageEnt.Value);
_transform.SetParent(salvageEnt.Value, salvXForm, _mapManager.GetMapEntityId(spawnLocation.MapId));
_transform.SetWorldPosition(salvXForm, spawnLocation.Position);
component.AttachedEntity = salvageEnt;
var gridcomp = EnsureComp<SalvageGridComponent>(salvageEnt.Value);
gridcomp.SpawnerMagnet = uid;
_transform.SetWorldRotation(salvageEnt.Value, spawnAngle);
Report(uid, component.SalvageChannel, "salvage-system-announcement-arrived", ("timeLeft", component.HoldTime.TotalSeconds));
_mapManager.DeleteMap(salvMap);
return true;
}
private void Report(EntityUid source, string channelName, string messageKey, params (string, object)[] args) private void Report(EntityUid source, string channelName, string messageKey, params (string, object)[] args)
{ {
var message = args.Length == 0 ? Loc.GetString(messageKey) : Loc.GetString(messageKey, args); var message = args.Length == 0 ? Loc.GetString(messageKey) : Loc.GetString(messageKey, args);
@@ -416,87 +86,12 @@ namespace Content.Server.Salvage
_radioSystem.SendRadioMessage(source, message, channel, source); _radioSystem.SendRadioMessage(source, message, channel, source);
} }
private void Transition(EntityUid uid, SalvageMagnetComponent magnet, TimeSpan currentTime)
{
switch (magnet.MagnetState.StateType)
{
case MagnetStateType.Attaching:
if (SpawnSalvage(uid, magnet))
{
magnet.MagnetState = new MagnetState(MagnetStateType.Holding, currentTime + magnet.HoldTime);
}
else
{
magnet.MagnetState = new MagnetState(MagnetStateType.CoolingDown, currentTime + magnet.CooldownTime);
}
break;
case MagnetStateType.Holding:
Report(uid, magnet.SalvageChannel, "salvage-system-announcement-losing", ("timeLeft", magnet.DetachingTime.TotalSeconds));
magnet.MagnetState = new MagnetState(MagnetStateType.Detaching, currentTime + magnet.DetachingTime);
break;
case MagnetStateType.Detaching:
if (magnet.AttachedEntity.HasValue)
{
SafeDeleteSalvage(magnet.AttachedEntity.Value);
}
else
{
Log.Error("Salvage detaching was expecting attached entity but it was null");
}
Report(uid, magnet.SalvageChannel, "salvage-system-announcement-lost");
magnet.MagnetState = new MagnetState(MagnetStateType.CoolingDown, currentTime + magnet.CooldownTime);
break;
case MagnetStateType.CoolingDown:
magnet.MagnetState = MagnetState.Inactive;
break;
}
UpdateAppearance(uid, magnet);
UpdateChargeStateAppearance(uid, currentTime, magnet);
}
public override void Update(float frameTime) public override void Update(float frameTime)
{ {
var secondsPassed = TimeSpan.FromSeconds(frameTime);
// Keep track of time, and state per grid
foreach (var (uid, state) in _salvageGridStates)
{
if (state.ActiveMagnets.Count == 0) continue;
// Not handling the case where the salvage we spawned got paused
// They both need to be paused, or it doesn't make sense
if (MetaData(uid).EntityPaused) continue;
state.CurrentTime += secondsPassed;
var deleteQueue = new RemQueue<EntityUid>();
foreach(var magnet in state.ActiveMagnets)
{
if (!TryComp<SalvageMagnetComponent>(magnet, out var magnetComp))
continue;
UpdateChargeStateAppearance(magnet, state.CurrentTime, magnetComp);
if (magnetComp.MagnetState.Until > state.CurrentTime) continue;
Transition(magnet, magnetComp, state.CurrentTime);
if (magnetComp.MagnetState.StateType == MagnetStateType.Inactive)
{
deleteQueue.Add(magnet);
}
}
foreach(var magnet in deleteQueue)
{
state.ActiveMagnets.Remove(magnet);
}
}
UpdateExpeditions(); UpdateExpeditions();
UpdateMagnet();
UpdateRunner(); UpdateRunner();
} }
} }
public sealed class SalvageGridState
{
public TimeSpan CurrentTime { get; set; }
public List<EntityUid> ActiveMagnets { get; } = new();
}
} }

View File

@@ -1,7 +1,7 @@
using Content.Server.Shuttles.Components; using Content.Server.Shuttles.Components;
using Robust.Shared.Prototypes; using Robust.Shared.Prototypes;
namespace Content.Server.Shuttle.Components; namespace Content.Server.Shuttles;
// Primo shitcode // Primo shitcode
/// <summary> /// <summary>

View File

@@ -1,4 +1,3 @@
using Content.Server.Shuttle.Components;
using Content.Server.Shuttles.Components; using Content.Server.Shuttles.Components;
using Content.Server.Shuttles.Events; using Content.Server.Shuttles.Events;
using Content.Server.Station.Components; using Content.Server.Station.Components;

View File

@@ -1,6 +1,5 @@
using Content.Server.Power.Components; using Content.Server.Power.Components;
using Content.Server.Power.EntitySystems; using Content.Server.Power.EntitySystems;
using Content.Server.Shuttle.Components;
using Content.Server.Shuttles.Components; using Content.Server.Shuttles.Components;
using Content.Server.Shuttles.Events; using Content.Server.Shuttles.Events;
using Content.Server.Station.Systems; using Content.Server.Station.Systems;

View File

@@ -10,20 +10,25 @@ namespace Content.Server.Shuttles.Systems;
/// </summary> /// </summary>
public sealed class SpaceGarbageSystem : EntitySystem public sealed class SpaceGarbageSystem : EntitySystem
{ {
private EntityQuery<TransformComponent> _xformQuery;
public override void Initialize() public override void Initialize()
{ {
base.Initialize(); base.Initialize();
_xformQuery = GetEntityQuery<TransformComponent>();
SubscribeLocalEvent<SpaceGarbageComponent, StartCollideEvent>(OnCollide); SubscribeLocalEvent<SpaceGarbageComponent, StartCollideEvent>(OnCollide);
} }
private void OnCollide(EntityUid uid, SpaceGarbageComponent component, ref StartCollideEvent args) private void OnCollide(EntityUid uid, SpaceGarbageComponent component, ref StartCollideEvent args)
{ {
if (args.OtherBody.BodyType != BodyType.Static) return; if (args.OtherBody.BodyType != BodyType.Static)
return;
var ourXform = Transform(uid); var ourXform = _xformQuery.GetComponent(uid);
var otherXform = Transform(args.OtherEntity); var otherXform = _xformQuery.GetComponent(args.OtherEntity);
if (ourXform.GridUid == otherXform.GridUid) return; if (ourXform.GridUid == otherXform.GridUid)
return;
QueueDel(uid); QueueDel(uid);
} }

View File

@@ -401,6 +401,14 @@ public sealed class StationSystem : EntitySystem
QueueDel(station); QueueDel(station);
} }
public EntityUid? GetOwningStation(EntityUid? entity, TransformComponent? xform = null)
{
if (entity == null)
return null;
return GetOwningStation(entity.Value, xform);
}
/// <summary> /// <summary>
/// Gets the station that "owns" the given entity (essentially, the station the grid it's on is attached to) /// Gets the station that "owns" the given entity (essentially, the station the grid it's on is attached to)
/// </summary> /// </summary>

View File

@@ -12,6 +12,8 @@ public sealed class ArtifactMagnetTriggerSystem : EntitySystem
{ {
[Dependency] private readonly ArtifactSystem _artifact = default!; [Dependency] private readonly ArtifactSystem _artifact = default!;
private readonly List<EntityUid> _toActivate = new();
/// <inheritdoc/> /// <inheritdoc/>
public override void Initialize() public override void Initialize()
{ {
@@ -25,7 +27,7 @@ public sealed class ArtifactMagnetTriggerSystem : EntitySystem
if (!EntityQuery<ArtifactMagnetTriggerComponent>().Any()) if (!EntityQuery<ArtifactMagnetTriggerComponent>().Any())
return; return;
List<EntityUid> toActivate = new(); _toActivate.Clear();
//assume that there's more instruments than artifacts //assume that there's more instruments than artifacts
var query = EntityQueryEnumerator<MagbootsComponent, TransformComponent>(); var query = EntityQueryEnumerator<MagbootsComponent, TransformComponent>();
@@ -43,21 +45,20 @@ public sealed class ArtifactMagnetTriggerSystem : EntitySystem
if (distance > trigger.Range) if (distance > trigger.Range)
continue; continue;
toActivate.Add(artifactUid); _toActivate.Add(artifactUid);
} }
} }
foreach (var a in toActivate) foreach (var a in _toActivate)
{ {
_artifact.TryActivateArtifact(a); _artifact.TryActivateArtifact(a);
} }
} }
private void OnMagnetActivated(SalvageMagnetActivatedEvent ev) private void OnMagnetActivated(ref SalvageMagnetActivatedEvent ev)
{ {
var magXform = Transform(ev.Magnet); var magXform = Transform(ev.Magnet);
var toActivate = new List<EntityUid>();
var query = EntityQueryEnumerator<ArtifactMagnetTriggerComponent, TransformComponent>(); var query = EntityQueryEnumerator<ArtifactMagnetTriggerComponent, TransformComponent>();
while (query.MoveNext(out var uid, out var artifact, out var xform)) while (query.MoveNext(out var uid, out var artifact, out var xform))
{ {
@@ -67,10 +68,10 @@ public sealed class ArtifactMagnetTriggerSystem : EntitySystem
if (distance > artifact.Range) if (distance > artifact.Range)
continue; continue;
toActivate.Add(uid); _toActivate.Add(uid);
} }
foreach (var a in toActivate) foreach (var a in _toActivate)
{ {
_artifact.TryActivateArtifact(a); _artifact.TryActivateArtifact(a);
} }

View File

@@ -1638,12 +1638,6 @@ namespace Content.Shared.CCVar
* Salvage * Salvage
*/ */
/// <summary>
/// Forced salvage map prototype name (if empty, randomly selected)
/// </summary>
public static readonly CVarDef<string>
SalvageForced = CVarDef.Create("salvage.forced", "", CVar.SERVERONLY);
/// <summary> /// <summary>
/// Duration for missions /// Duration for missions
/// </summary> /// </summary>

View File

@@ -12,6 +12,12 @@ namespace Content.Shared.Parallax.Biomes;
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState(true), Access(typeof(SharedBiomeSystem))] [RegisterComponent, NetworkedComponent, AutoGenerateComponentState(true), Access(typeof(SharedBiomeSystem))]
public sealed partial class BiomeComponent : Component public sealed partial class BiomeComponent : Component
{ {
/// <summary>
/// Do we load / deload.
/// </summary>
[DataField, ViewVariables(VVAccess.ReadWrite), Access(Other = AccessPermissions.ReadWriteExecute)]
public bool Enabled = true;
[ViewVariables(VVAccess.ReadWrite), DataField("seed")] [ViewVariables(VVAccess.ReadWrite), DataField("seed")]
[AutoNetworkedField] [AutoNetworkedField]
public int Seed = -1; public int Seed = -1;

View File

@@ -94,6 +94,14 @@ public abstract class SharedBiomeSystem : EntitySystem
return true; return true;
} }
return TryGetTile(indices, layers, seed, grid, out tile);
}
/// <summary>
/// Gets the underlying biome tile, ignoring any existing tile that may be there.
/// </summary>
public bool TryGetTile(Vector2i indices, List<IBiomeLayer> layers, int seed, MapGridComponent? grid, [NotNullWhen(true)] out Tile? tile)
{
for (var i = layers.Count - 1; i >= 0; i--) for (var i = layers.Count - 1; i >= 0; i--)
{ {
var layer = layers[i]; var layer = layers[i];

View File

@@ -2,7 +2,7 @@ namespace Content.Shared.Procedural;
public sealed class Dungeon public sealed class Dungeon
{ {
public readonly List<DungeonRoom> Rooms = new(); public readonly List<DungeonRoom> Rooms;
/// <summary> /// <summary>
/// Hashset of the tiles across all rooms. /// Hashset of the tiles across all rooms.
@@ -14,4 +14,14 @@ public sealed class Dungeon
public readonly HashSet<Vector2i> CorridorTiles = new(); public readonly HashSet<Vector2i> CorridorTiles = new();
public readonly HashSet<Vector2i> CorridorExteriorTiles = new(); public readonly HashSet<Vector2i> CorridorExteriorTiles = new();
public Dungeon()
{
Rooms = new List<DungeonRoom>();
}
public Dungeon(List<DungeonRoom> rooms)
{
Rooms = rooms;
}
} }

View File

@@ -0,0 +1,58 @@
using Content.Shared.Maps;
using Robust.Shared.Noise;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.List;
namespace Content.Shared.Procedural.DungeonGenerators;
/// <summary>
/// Generates dungeon flooring based on the specified noise.
/// </summary>
public sealed partial class NoiseDunGen : IDunGen
{
/*
* Floodfills out from 0 until it finds a valid tile.
* From here it then floodfills until it can no longer fill in an area and generates a dungeon from that.
*/
// At some point we may want layers masking each other like a simpler version of biome code but for now
// we'll just make it circular.
/// <summary>
/// How many areas of noise to fill out. Useful if we just want 1 blob area to fill out.
/// </summary>
[DataField]
public int Iterations = int.MaxValue;
/// <summary>
/// Cap on how many tiles to include.
/// </summary>
[DataField]
public int TileCap = 128;
/// <summary>
/// Standard deviation of tilecap.
/// </summary>
[DataField]
public float CapStd = 8f;
[DataField(required: true)]
public List<NoiseDunGenLayer> Layers = new();
}
[DataRecord]
public record struct NoiseDunGenLayer
{
/// <summary>
/// If the noise value is above this then it gets output.
/// </summary>
[DataField]
public float Threshold;
[DataField(required: true)]
public string Tile;
[DataField(required: true)]
public FastNoiseLite Noise;
}

View File

@@ -0,0 +1,21 @@
using Content.Shared.Parallax.Biomes.Markers;
using Content.Shared.Procedural.PostGeneration;
using Content.Shared.Random;
using Robust.Shared.Prototypes;
namespace Content.Shared.Procedural.PostGeneration;
/// <summary>
/// Spawns the specified marker layer on top of the dungeon rooms.
/// </summary>
public sealed partial class BiomeMarkerLayerPostGen : IPostDunGen
{
/// <summary>
/// How many times to spawn marker layers; can duplicate.
/// </summary>
[DataField]
public int Count = 6;
[DataField(required: true)]
public ProtoId<WeightedRandomPrototype> MarkerTemplate;
}

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@@ -0,0 +1,15 @@
using Content.Shared.Parallax.Biomes;
using Content.Shared.Procedural.PostGeneration;
using Robust.Shared.Prototypes;
namespace Content.Shared.Procedural.PostGeneration;
/// <summary>
/// Generates a biome on top of valid tiles, then removes the biome when done.
/// Only works if no existing biome is present.
/// </summary>
public sealed partial class BiomePostGen : IPostDunGen
{
[DataField(required: true)]
public ProtoId<BiomeTemplatePrototype> BiomeTemplate;
}

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@@ -0,0 +1,16 @@
using Content.Shared.Procedural;
namespace Content.Shared.Salvage.Magnet;
/// <summary>
/// Asteroid offered for the magnet.
/// </summary>
public record struct AsteroidOffering : ISalvageMagnetOffering
{
public DungeonConfigPrototype DungeonConfig;
/// <summary>
/// Calculated marker layers for the asteroid.
/// </summary>
public Dictionary<string, int> MarkerLayers;
}

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@@ -0,0 +1,6 @@
namespace Content.Shared.Salvage.Magnet;
public interface ISalvageMagnetOffering
{
}

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@@ -0,0 +1,12 @@
using Robust.Shared.Serialization;
namespace Content.Shared.Salvage.Magnet;
/// <summary>
/// Claim an offer from the magnet UI.
/// </summary>
[Serializable, NetSerializable]
public sealed class MagnetClaimOfferEvent : BoundUserInterfaceMessage
{
public int Index;
}

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@@ -0,0 +1,22 @@
using Robust.Shared.Serialization;
namespace Content.Shared.Salvage.Magnet;
[Serializable, NetSerializable]
public sealed class SalvageMagnetBoundUserInterfaceState : BoundUserInterfaceState
{
public TimeSpan? EndTime;
public TimeSpan NextOffer;
public TimeSpan Cooldown;
public TimeSpan Duration;
public int ActiveSeed;
public List<int> Offers;
public SalvageMagnetBoundUserInterfaceState(List<int> offers)
{
Offers = offers;
}
}

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@@ -0,0 +1,6 @@
using Robust.Shared.Serialization;
namespace Content.Shared.Salvage.Magnet;
[Serializable, NetSerializable]
public enum SalvageMagnetUiKey : byte { Key }

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@@ -0,0 +1,9 @@
namespace Content.Shared.Salvage.Magnet;
/// <summary>
/// Asteroid offered for the magnet.
/// </summary>
public record struct SalvageOffering : ISalvageMagnetOffering
{
public SalvageMapPrototype SalvageMap;
}

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@@ -0,0 +1,15 @@
using Robust.Shared.Prototypes;
using Robust.Shared.Utility;
namespace Content.Shared.Salvage;
[Prototype]
public sealed class SalvageMapPrototype : IPrototype
{
[ViewVariables] [IdDataField] public string ID { get; } = default!;
/// <summary>
/// Relative directory path to the given map, i.e. `Maps/Salvage/template.yml`
/// </summary>
[DataField(required: true)] public ResPath MapPath;
}

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@@ -1,31 +0,0 @@
using Content.Shared.Construction.Prototypes;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Shared.Salvage;
public abstract partial class SharedSalvageMagnetComponent : Component
{
/// <summary>
/// The machine part that affects the attaching and cooldown times
/// </summary>
[DataField("machinePartDelay", customTypeSerializer: typeof(PrototypeIdSerializer<MachinePartPrototype>)), ViewVariables(VVAccess.ReadWrite)]
public string MachinePartDelay = "Capacitor";
/// <summary>
/// A multiplier applied to the attaching and cooldown times for each level of <see cref="MachinePartDelay"/>
/// </summary>
[DataField("partRatingDelay"), ViewVariables(VVAccess.ReadWrite)]
public float PartRatingDelay = 0.75f;
}
[Serializable, NetSerializable]
public enum SalvageMagnetVisuals : byte
{
ChargeState,
Ready,
ReadyBlinking,
Unready,
UnreadyBlinking
}

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@@ -0,0 +1,69 @@
using Content.Shared.Procedural;
using Content.Shared.Procedural.PostGeneration;
using Content.Shared.Random.Helpers;
using Content.Shared.Salvage.Magnet;
using Robust.Shared.Prototypes;
using Robust.Shared.Utility;
namespace Content.Shared.Salvage;
public abstract partial class SharedSalvageSystem
{
private readonly List<SalvageMapPrototype> _salvageMaps = new();
private readonly List<ProtoId<DungeonConfigPrototype>> _asteroidConfigs = new()
{
"BlobAsteroid",
"ClusterAsteroid",
"SpindlyAsteroid",
"SwissCheeseAsteroid"
};
public ISalvageMagnetOffering GetSalvageOffering(int seed)
{
var rand = new System.Random(seed);
// Asteroid seed
if (seed % 2 == 0)
{
var config = _asteroidConfigs[rand.Next(_asteroidConfigs.Count)];
var layerRand = new System.Random(seed);
var configProto = _proto.Index(config);
var layers = new Dictionary<string, int>();
// If we ever add more random layers will need to Next on these.
foreach (var layer in configProto.PostGeneration)
{
switch (layer)
{
case BiomeMarkerLayerPostGen marker:
for (var i = 0; i < marker.Count; i++)
{
var proto = _proto.Index(marker.MarkerTemplate).Pick(layerRand);
var layerCount = layers.GetOrNew(proto);
layerCount++;
layers[proto] = layerCount;
}
break;
}
}
return new AsteroidOffering
{
DungeonConfig = configProto,
MarkerLayers = layers,
};
}
// Salvage map seed
_salvageMaps.Clear();
_salvageMaps.AddRange(_proto.EnumeratePrototypes<SalvageMapPrototype>());
var mapIndex = rand.Next(_salvageMaps.Count);
var map = _salvageMaps[mapIndex];
return new SalvageOffering()
{
SalvageMap = map,
};
}
}

View File

@@ -15,7 +15,7 @@ using Robust.Shared.Utility;
namespace Content.Shared.Salvage; namespace Content.Shared.Salvage;
public abstract class SharedSalvageSystem : EntitySystem public abstract partial class SharedSalvageSystem : EntitySystem
{ {
[Dependency] protected readonly IConfigurationManager CfgManager = default!; [Dependency] protected readonly IConfigurationManager CfgManager = default!;
[Dependency] private readonly IPrototypeManager _proto = default!; [Dependency] private readonly IPrototypeManager _proto = default!;

View File

@@ -12,8 +12,9 @@ salvage-expedition-window-hostiles = Hostiles:
salvage-expedition-window-duration = Duration: salvage-expedition-window-duration = Duration:
salvage-expedition-window-biome = Biome: salvage-expedition-window-biome = Biome:
salvage-expedition-window-modifiers = Modifiers: salvage-expedition-window-modifiers = Modifiers:
salvage-expedition-window-claimed = Claimed
salvage-expedition-window-claim = Claim offering-window-claimed = Claimed
offering-window-claim = Claim
salvage-expedition-window-next = Next offer salvage-expedition-window-next = Next offer

View File

@@ -0,0 +1,60 @@
salvage-system-announcement-losing = The magnet is no longer able to hold the salvagable debris. Estimated time until loss: {$timeLeft} seconds.
salvage-system-announcement-spawn-debris-disintegrated = Debris disintegrated during orbital transfer.
salvage-system-announcement-spawn-no-debris-available = No debris could be recovered by the salvage magnet.
salvage-system-announcement-arrived = A piece of salvagable debris has been pulled in. Estimated hold time: {$timeLeft} seconds.
salvage-asteroid-name = Asteroid
salvage-expedition-window-progression = Progression
salvage-magnet-resources = {$resource ->
[OreTin] Tin
[OreCoal] Coal
[OreQuartz] Quartz
[OreGold] Gold
[OreSilver] Silver
[OrePlasma] Plasma
[OreUranium] Uranium
*[other] {$resource}
}
salvage-magnet-resources-count = {$count ->
[1] (Poor)
[2] (Rich)
[3] (Rich)
*[other] (Extraordinary)
}
# Asteroids
dungeon-config-proto-BlobAsteroid = Asteroid clump
dungeon-config-proto-ClusterAsteroid = Asteroid cluster
dungeon-config-proto-SpindlyAsteroid = Asteroid spiral
dungeon-config-proto-SwissCheeseAsteroid = Asteroid fragments
# Wrecks
salvage-map-proto-Small1 = Engineering Storage
salvage-map-proto-Small2 = Gaming Nook
salvage-map-proto-Small3 = Laundromat
salvage-map-proto-Small4 = Bar Salvage
salvage-map-proto-SmallShip1 = Pill
salvage-map-proto-SmallAISurveyDrone = AI Survey Drone
salvage-map-proto-SmallA1 = Asteroid Plasmafire
salvage-map-proto-Medium1 = Plasma-Trapped Cache
salvage-map-proto-MediumVault1 = Vault
salvage-map-proto-MediumOrchestra = Silent Orchestra
salvage-map-proto-MediumLibraryWreck = Abandoned Library
salvage-map-proto-MediumCargoWreck = Cargo Department Wreck
salvage-map-proto-MediumPirateWreck = Pirate Barge Fragment
salvage-map-proto-TickColony = Space Tick colony
salvage-map-proto-CargoDock = Asteroid Cargo Dock
salvage-map-proto-SpaceWaffleHome = Waffle Home
salvage-map-proto-MediumShuttleWreck = Ruined Emergency Shuttle
salvage-map-proto-MediumPetHospital = Pet and Bear Hospital
salvage-map-proto-MediumCrashedShuttle = Crashed Shuttle
salvage-map-proto-Meatball = Meatball
salvage-map-proto-StationStation = Station station
salvage-map-proto-AsteroidBase = Asteroid Base
salvage-map-proto-RuinCargoBase = Ruined Cargo Storage
salvage-map-proto-SecurityChunk = Security Department Chunk
salvage-map-proto-EngineeringChunk = Engineering Department Chunk

View File

@@ -1,23 +0,0 @@
salvage-system-announcement-source = Salvage Control System
salvage-system-announcement-arrived = A piece of salvagable debris has been pulled in. Estimated hold time: {$timeLeft} seconds.
salvage-system-announcement-losing = The magnet is no longer able to hold the salvagable debris. Estimated time until loss: {$timeLeft} seconds.
salvage-system-announcement-lost = The salvagable debris have been lost.
salvage-system-announcement-spawn-magnet-lost = The salvage magnet has been lost.
salvage-system-announcement-spawn-no-debris-available = No debris could be recovered by the salvage magnet.
salvage-system-announcement-spawn-debris-disintegrated = Debris disintegrated during orbital transfer.
salvage-system-report-already-active = The salvage magnet is already active.
salvage-system-report-cooling-down = The salvage magnet is cooling down.
salvage-system-report-activate-success = The salvage magnet is pulling in a piece of debris!
salvage-system-magnet-examined-inactive = The salvage magnet is inactive.
salvage-system-magnet-examined-pulling-in = The salvage magnet is attempting to pull in salvage.
salvage-system-magnet-examined-active = The salvage magnet is holding salvage in place. Can hold for { $timeLeft ->
[1] one second.
*[other] { $timeLeft } seconds.
}
salvage-system-magnet-examined-releasing = The salvage magnet is releasing the salvage.
salvage-system-magnet-examined-cooling-down = The salvage magnet is cooling down. It will be ready in: {$timeLeft} seconds.
salvage-system-magnet-delay-upgrade = Attaching/cooldown delay

View File

@@ -73,6 +73,12 @@
components: components:
- type: SalvageExpeditionData - type: SalvageExpeditionData
- type: entity
id: BaseStationMagnet
abstract: true
components:
- type: SalvageMagnetData
- type: entity - type: entity
id: BaseStationSiliconLawCrewsimov id: BaseStationSiliconLawCrewsimov
abstract: true abstract: true

View File

@@ -19,6 +19,7 @@
- BaseStationCentcomm - BaseStationCentcomm
- BaseStationEvacuation - BaseStationEvacuation
- BaseStationAlertLevels - BaseStationAlertLevels
- BaseStationMagnet
- BaseStationExpeditions - BaseStationExpeditions
- BaseStationSiliconLawCrewsimov - BaseStationSiliconLawCrewsimov
- BaseStationAllEventsEligible - BaseStationAllEventsEligible

View File

@@ -23,36 +23,17 @@
- state: salvage-magnet-o4 - state: salvage-magnet-o4
map: ["chargeState"] map: ["chargeState"]
shader: unshaded shader: unshaded
- type: Appearance - type: ActivatableUI
- type: GenericVisualizer key: enum.SalvageMagnetUiKey.Key
visuals: - type: ActivatableUIRequiresPower
enum.SalvageMagnetVisuals.ChargeState: - type: UserInterface
chargeState: interfaces:
0: { state: salvage-magnet-o0, shader: "unshaded", visible: false } - key: enum.SalvageMagnetUiKey.Key
1: { state: salvage-magnet-o0, shader: "unshaded", visible: true } type: SalvageMagnetBoundUserInterface
2: { state: salvage-magnet-o1, shader: "unshaded", visible: true }
3: { state: salvage-magnet-o2, shader: "unshaded", visible: true }
4: { state: salvage-magnet-o3, shader: "unshaded", visible: true }
5: { state: salvage-magnet-o4, shader: "unshaded", visible: true }
enum.SalvageMagnetVisuals.Ready:
ready:
False: { state: salvage-magnet-ready, visible: false, shader: "unshaded" }
True: { state: salvage-magnet-ready, visible: true, shader: "unshaded" }
enum.SalvageMagnetVisuals.ReadyBlinking:
readyBlinking:
False: { state: salvage-magnet-ready-blinking, visible: false, shader: "unshaded" }
True: { state: salvage-magnet-ready-blinking, visible: true, shader: "unshaded" }
enum.SalvageMagnetVisuals.Unready:
unready:
False: { state: salvage-magnet-unready, visible: false, shader: "unshaded" }
True: { state: salvage-magnet-unready, visible: true, shader: "unshaded" }
enum.SalvageMagnetVisuals.UnreadyBlinking:
unreadyBlinking:
False: { state: salvage-magnet-unready-blinking, visible: false, shader: "unshaded" }
True: { state: salvage-magnet-unready-blinking, visible: true, shader: "unshaded" }
- type: Rotatable
- type: Transform - type: Transform
noRot: false noRot: false
- type: Appearance
- type: Rotatable
- type: IntrinsicRadioReceiver - type: IntrinsicRadioReceiver
- type: ActiveRadio - type: ActiveRadio
channels: channels:

View File

@@ -56,12 +56,210 @@
- FullTileMask - FullTileMask
layer: layer:
- WallLayer - WallLayer
- type: OreVein
oreChance: 0.2
oreRarityPrototypeId: RandomOreDistributionStandard
- type: RadiationBlocker - type: RadiationBlocker
resistance: 2 resistance: 2
# Ore veins
- type: entity
id: AsteroidRockCoal
parent: AsteroidRock
description: An ore vein rich with coal.
suffix: Coal
components:
- type: OreVein
oreChance: 1.0
currentOre: OreCoal
- type: Sprite
layers:
- state: rock_asteroid
- map: [ "enum.EdgeLayer.South" ]
state: rock_asteroid_south
- map: [ "enum.EdgeLayer.East" ]
state: rock_asteroid_east
- map: [ "enum.EdgeLayer.North" ]
state: rock_asteroid_north
- map: [ "enum.EdgeLayer.West" ]
state: rock_asteroid_west
- state: rock_coal
- type: entity
id: AsteroidRockGold
parent: AsteroidRock
description: An ore vein rich with gold.
suffix: Gold
components:
- type: OreVein
oreChance: 1.0
currentOre: OreGold
- type: Sprite
layers:
- state: rock_asteroid
- map: [ "enum.EdgeLayer.South" ]
state: rock_asteroid_south
- map: [ "enum.EdgeLayer.East" ]
state: rock_asteroid_east
- map: [ "enum.EdgeLayer.North" ]
state: rock_asteroid_north
- map: [ "enum.EdgeLayer.West" ]
state: rock_asteroid_west
- state: rock_gold
- type: entity
id: AsteroidRockPlasma
parent: AsteroidRock
description: An ore vein rich with plasma.
suffix: Plasma
components:
- type: OreVein
oreChance: 1.0
currentOre: OrePlasma
- type: Sprite
layers:
- state: rock_asteroid
- map: [ "enum.EdgeLayer.South" ]
state: rock_asteroid_south
- map: [ "enum.EdgeLayer.East" ]
state: rock_asteroid_east
- map: [ "enum.EdgeLayer.North" ]
state: rock_asteroid_north
- map: [ "enum.EdgeLayer.West" ]
state: rock_asteroid_west
- state: rock_phoron
- type: entity
id: AsteroidRockQuartz
parent: AsteroidRock
description: An ore vein rich with quartz.
suffix: Quartz
components:
- type: OreVein
oreChance: 1.0
currentOre: OreSpaceQuartz
- type: Sprite
layers:
- state: rock_asteroid
- map: [ "enum.EdgeLayer.South" ]
state: rock_asteroid_south
- map: [ "enum.EdgeLayer.East" ]
state: rock_asteroid_east
- map: [ "enum.EdgeLayer.North" ]
state: rock_asteroid_north
- map: [ "enum.EdgeLayer.West" ]
state: rock_asteroid_west
- state: rock_quartz
- type: entity
id: AsteroidRockSilver
parent: AsteroidRock
description: An ore vein rich with silver.
suffix: Silver
components:
- type: OreVein
oreChance: 1.0
currentOre: OreSilver
- type: Sprite
layers:
- state: rock_asteroid
- map: [ "enum.EdgeLayer.South" ]
state: rock_asteroid_south
- map: [ "enum.EdgeLayer.East" ]
state: rock_asteroid_east
- map: [ "enum.EdgeLayer.North" ]
state: rock_asteroid_north
- map: [ "enum.EdgeLayer.West" ]
state: rock_asteroid_west
- state: rock_silver
# Yes I know it drops steel but we may get smelting at some point
- type: entity
id: AsteroidRockTin
parent: AsteroidRock
description: An ore vein rich with steel.
suffix: Steel
components:
- type: OreVein
oreChance: 1.0
currentOre: OreSteel
- type: Sprite
layers:
- state: rock_asteroid
- map: [ "enum.EdgeLayer.South" ]
state: rock_asteroid_south
- map: [ "enum.EdgeLayer.East" ]
state: rock_asteroid_east
- map: [ "enum.EdgeLayer.North" ]
state: rock_asteroid_north
- map: [ "enum.EdgeLayer.West" ]
state: rock_asteroid_west
- state: rock_tin
- type: entity
id: AsteroidRockUranium
parent: AsteroidRock
description: An ore vein rich with uranium.
suffix: Uranium
components:
- type: OreVein
oreChance: 1.0
currentOre: OreUranium
- type: Sprite
layers:
- state: rock_asteroid
- map: [ "enum.EdgeLayer.South" ]
state: rock_asteroid_south
- map: [ "enum.EdgeLayer.East" ]
state: rock_asteroid_east
- map: [ "enum.EdgeLayer.North" ]
state: rock_asteroid_north
- map: [ "enum.EdgeLayer.West" ]
state: rock_asteroid_west
- state: rock_uranium
- type: entity
id: AsteroidRockBananium
parent: AsteroidRock
description: An ore vein rich with bananium.
suffix: Bananium
components:
- type: OreVein
oreChance: 1.0
currentOre: OreBananium
- type: Sprite
layers:
- state: rock_asteroid
- map: [ "enum.EdgeLayer.South" ]
state: rock_asteroid_south
- map: [ "enum.EdgeLayer.East" ]
state: rock_asteroid_east
- map: [ "enum.EdgeLayer.North" ]
state: rock_asteroid_north
- map: [ "enum.EdgeLayer.West" ]
state: rock_asteroid_west
- state: rock_bananium
- type: entity
id: AsteroidRockArtifactFragment
parent: AsteroidRock
description: A rock wall. What's that sticking out of it?
suffix: Artifact Fragment
components:
- type: OreVein
oreChance: 1.0
currentOre: OreArtifactFragment
- type: Sprite
layers:
- state: rock_asteroid
- map: [ "enum.EdgeLayer.South" ]
state: rock_asteroid_south
- map: [ "enum.EdgeLayer.East" ]
state: rock_asteroid_east
- map: [ "enum.EdgeLayer.North" ]
state: rock_asteroid_north
- map: [ "enum.EdgeLayer.West" ]
state: rock_asteroid_west
- state: rock_artifact_fragment
- type: entity - type: entity
id: AsteroidRockMining id: AsteroidRockMining
parent: AsteroidRock parent: AsteroidRock

View File

@@ -1,137 +1,109 @@
# So the way things are done as of now is that Salvages are measured by world AABBs in their maps. # Dear god please stop adding ones with thousands of entities, learn how procgen works.
# Remember, first two coordinates should be the minimum X/Y, second two should be maximum.
# You can also use the salvageruler command to get these, once you're sure the transform's been reset.
# Ultimately, you should still be keeping the maps centred.
# "Small"-class maps - Max size square: 7x7, indicated size: 3.5 # "Small"-class maps - Max size square: 7x7, indicated size: 3.5
- type: salvageMap - type: salvageMap
id: Small1 id: Small1
name: "Small / Engineering Storage 1"
mapPath: /Maps/Salvage/small-1.yml mapPath: /Maps/Salvage/small-1.yml
- type: salvageMap - type: salvageMap
id: Small2 id: Small2
name: "Small / Gaming Nook 1"
mapPath: /Maps/Salvage/small-2.yml mapPath: /Maps/Salvage/small-2.yml
- type: salvageMap - type: salvageMap
id: Small-ship-1 id: SmallShip1
name: "Small / Ship 1 (Pill)"
mapPath: /Maps/Salvage/small-ship-1.yml mapPath: /Maps/Salvage/small-ship-1.yml
- type: salvageMap - type: salvageMap
id: Small3 id: Small3
name: "Small / Laundromat 1"
mapPath: /Maps/Salvage/small-3.yml mapPath: /Maps/Salvage/small-3.yml
- type: salvageMap - type: salvageMap
id: SmallAISurveyDrone id: SmallAISurveyDrone
name: "Small / AI Survey Drone"
mapPath: /Maps/Salvage/small-ai-survey-drone.yml mapPath: /Maps/Salvage/small-ai-survey-drone.yml
- type: salvageMap - type: salvageMap
id: Small4 id: Small4
name: "Small / Bar Salvage"
mapPath: /Maps/Salvage/small-4.yml mapPath: /Maps/Salvage/small-4.yml
# Small - Asteroids # Small - Asteroids
- type: salvageMap - type: salvageMap
id: SmallA1 id: SmallA1
name: "Small / Asteroid 1 Plasmafire"
mapPath: /Maps/Salvage/small-a-1.yml mapPath: /Maps/Salvage/small-a-1.yml
# "Medium"-class maps - Max size square: 15x15, indicated size: 7.5 # "Medium"-class maps - Max size square: 15x15, indicated size: 7.5
- type: salvageMap - type: salvageMap
id: Medium1 id: Medium1
name: "Medium / Plasma-Trapped Cache 1"
mapPath: /Maps/Salvage/medium-1.yml mapPath: /Maps/Salvage/medium-1.yml
- type: salvageMap - type: salvageMap
id: MediumVault1 id: MediumVault1
name: "Medium / Vault 1"
mapPath: /Maps/Salvage/medium-vault-1.yml mapPath: /Maps/Salvage/medium-vault-1.yml
- type: salvageMap - type: salvageMap
id: MediumOrchestra id: MediumOrchestra
name: "Medium / Silent Orchestra"
mapPath: /Maps/Salvage/medium-silent-orchestra.yml mapPath: /Maps/Salvage/medium-silent-orchestra.yml
- type: salvageMap - type: salvageMap
id: MediumLibraryWreck id: MediumLibraryWreck
name: "Medium / Abandoned Library"
mapPath: /Maps/Salvage/medium-library.yml mapPath: /Maps/Salvage/medium-library.yml
- type: salvageMap - type: salvageMap
id: MediumCargoWreck id: MediumCargoWreck
name: "Medium / Cargo Department Wreck"
mapPath: /Maps/Salvage/cargo-1.yml mapPath: /Maps/Salvage/cargo-1.yml
- type: salvageMap - type: salvageMap
id: MediumPirateWreck id: MediumPirateWreck
name: "Medium / Pirate Barge Fragment"
mapPath: /Maps/Salvage/medium-pirate.yml mapPath: /Maps/Salvage/medium-pirate.yml
- type: salvageMap - type: salvageMap
id: TickColony id: TickColony
name: "Space Tick colony"
mapPath: /Maps/Salvage/tick-colony.yml mapPath: /Maps/Salvage/tick-colony.yml
- type: salvageMap - type: salvageMap
id: CargoDock id: CargoDock
name: "Asteroid Cargo Dock"
mapPath: /Maps/Salvage/medium-dock.yml mapPath: /Maps/Salvage/medium-dock.yml
- type: salvageMap - type: salvageMap
id: SpaceWaffleHome id: SpaceWaffleHome
name: "Waffle Home"
mapPath: /Maps/Salvage/wh-salvage.yml mapPath: /Maps/Salvage/wh-salvage.yml
- type: salvageMap - type: salvageMap
id: MediumShuttleWreck id: MediumShuttleWreck
name: "Medium / Ruined Emergency Shuttle"
mapPath: /Maps/Salvage/medium-ruined-emergency-shuttle.yml mapPath: /Maps/Salvage/medium-ruined-emergency-shuttle.yml
- type: salvageMap - type: salvageMap
id: mediumPetHospital id: MediumPetHospital
name: "Medium / Pet and Bear Hospital"
mapPath: /Maps/Salvage/medium-pet-hospital.yml mapPath: /Maps/Salvage/medium-pet-hospital.yml
- type: salvageMap - type: salvageMap
id: MediumCrashedShuttle id: MediumCrashedShuttle
name: "Crashed Shuttle"
mapPath: /Maps/Salvage/medium-crashed-shuttle.yml mapPath: /Maps/Salvage/medium-crashed-shuttle.yml
- type: salvageMap - type: salvageMap
id: Meatball id: Meatball
name: "Meatball"
mapPath: /Maps/Salvage/meatball.yml mapPath: /Maps/Salvage/meatball.yml
# """Large""" maps # """Large""" maps
- type: salvageMap - type: salvageMap
id: StationStation id: StationStation
name: "StationStation"
mapPath: /Maps/Salvage/stationstation.yml mapPath: /Maps/Salvage/stationstation.yml
- type: salvageMap - type: salvageMap
id: AsteroidBase id: AsteroidBase
name: "Asteroid Base"
mapPath: /Maps/Salvage/asteroid-base.yml mapPath: /Maps/Salvage/asteroid-base.yml
- type: salvageMap - type: salvageMap
id: RuinCargoBase id: RuinCargoBase
name: "Ruined Cargo Storage"
mapPath: /Maps/Salvage/ruin-cargo-salvage.yml mapPath: /Maps/Salvage/ruin-cargo-salvage.yml
- type: salvageMap - type: salvageMap
id: SecurityChunk id: SecurityChunk
name: "Security Department Chunk"
mapPath: /Maps/Salvage/security-chunk.yml mapPath: /Maps/Salvage/security-chunk.yml
- type: salvageMap - type: salvageMap
id: EngineeringChunk id: EngineeringChunk
name: "Engineering Department Chunk"
mapPath: /Maps/Salvage/engineering-chunk.yml mapPath: /Maps/Salvage/engineering-chunk.yml

View File

@@ -0,0 +1,116 @@
- type: weightedRandom
id: AsteroidOre
weights:
OreTin: 1.0
OreQuartz: 1.0
OreCoal: 1.0
OreGold: 0.25
OreSilver: 0.25
OrePlasma: 0.15
OreUranium: 0.15
# Large asteroids, typically 1
- type: dungeonConfig
id: BlobAsteroid
# Floor generation
generator: !type:NoiseDunGen
tileCap: 1500
capStd: 32
iterations: 1
layers:
- tile: FloorAsteroidSand
threshold: 0.30
noise:
frequency: 0.020
noiseType: OpenSimplex2
fractalType: FBm
octaves: 2
lacunarity: 2
# Everything else
postGeneration:
# Generate biome
- !type:BiomePostGen
biomeTemplate: Asteroid
# Generate ore veins
- !type:MarkerLayerPostGen
markerTemplate: AsteroidOre
# Multiple smaller asteroids
# This is a pain so we generate fewer tiles
- type: dungeonConfig
id: ClusterAsteroid
# Floor generation
generator: !type:NoiseDunGen
tileCap: 1000
capStd: 32
layers:
- tile: FloorAsteroidSand
threshold: 0.10
noise:
frequency: 0.130
noiseType: OpenSimplex2
fractalType: FBm
octaves: 2
lacunarity: 2
# Everything else
postGeneration:
# Generate biome
- !type:BiomePostGen
biomeTemplate: Asteroid
# Generate ore veins
- !type:MarkerLayerPostGen
markerTemplate: AsteroidOre
# Long and spindly, less smooth than blob
- type: dungeonConfig
id: SpindlyAsteroid
# Floor generation
generator: !type:NoiseDunGen
tileCap: 1500
capStd: 32
layers:
- tile: FloorAsteroidSand
threshold: -0.50
noise:
frequency: 0.055
noiseType: Cellular
fractalType: FBm
octaves: 3
lacunarity: 2
cellularDistanceFunction: Euclidean
postGeneration:
# Generate biome
- !type:BiomePostGen
biomeTemplate: Asteroid
# Generate ore veins
- !type:MarkerLayerPostGen
markerTemplate: AsteroidOre
# Lots of holes in it
- type: dungeonConfig
id: SwissCheeseAsteroid
# Floor generation
generator: !type:NoiseDunGen
tileCap: 1500
capStd: 32
layers:
- tile: FloorAsteroidSand
threshold: -0.10
noise:
frequency: 0.155
noiseType: OpenSimplex2
fractalType: FBm
octaves: 2
lacunarity: 2
# Everything else
postGeneration:
# Generate biome
- !type:BiomePostGen
biomeTemplate: Asteroid
# Generate ore veins
- !type:MarkerLayerPostGen
markerTemplate: AsteroidOre

View File

@@ -2,6 +2,7 @@
- type: biomeMarkerLayer - type: biomeMarkerLayer
id: OreTin id: OreTin
entityMask: entityMask:
AsteroidRock: AsteroidRockTin
WallRock: WallRockTin WallRock: WallRockTin
WallRockBasalt: WallRockBasaltTin WallRockBasalt: WallRockBasaltTin
WallRockChromite: WallRockChromiteTin WallRockChromite: WallRockChromiteTin
@@ -15,6 +16,7 @@
- type: biomeMarkerLayer - type: biomeMarkerLayer
id: OreQuartz id: OreQuartz
entityMask: entityMask:
AsteroidRock: AsteroidRockQuartz
WallRock: WallRockQuartz WallRock: WallRockQuartz
WallRockBasalt: WallRockBasaltQuartz WallRockBasalt: WallRockBasaltQuartz
WallRockChromite: WallRockChromiteQuartz WallRockChromite: WallRockChromiteQuartz
@@ -27,6 +29,7 @@
- type: biomeMarkerLayer - type: biomeMarkerLayer
id: OreCoal id: OreCoal
entityMask: entityMask:
AsteroidRock: AsteroidRockCoal
WallRock: WallRockCoal WallRock: WallRockCoal
WallRockBasalt: WallRockBasaltCoal WallRockBasalt: WallRockBasaltCoal
WallRockChromite: WallRockChromiteCoal WallRockChromite: WallRockChromiteCoal
@@ -42,6 +45,7 @@
- type: biomeMarkerLayer - type: biomeMarkerLayer
id: OreGold id: OreGold
entityMask: entityMask:
AsteroidRock: AsteroidRockGold
WallRock: WallRockGold WallRock: WallRockGold
WallRockBasalt: WallRockBasaltGold WallRockBasalt: WallRockBasaltGold
WallRockChromite: WallRockChromiteGold WallRockChromite: WallRockChromiteGold
@@ -56,6 +60,7 @@
- type: biomeMarkerLayer - type: biomeMarkerLayer
id: OreSilver id: OreSilver
entityMask: entityMask:
AsteroidRock: AsteroidRockSilver
WallRock: WallRockSilver WallRock: WallRockSilver
WallRockBasalt: WallRockBasaltSilver WallRockBasalt: WallRockBasaltSilver
WallRockChromite: WallRockChromiteSilver WallRockChromite: WallRockChromiteSilver
@@ -71,6 +76,7 @@
- type: biomeMarkerLayer - type: biomeMarkerLayer
id: OrePlasma id: OrePlasma
entityMask: entityMask:
AsteroidRock: AsteroidRockPlasma
WallRock: WallRockPlasma WallRock: WallRockPlasma
WallRockBasalt: WallRockBasaltPlasma WallRockBasalt: WallRockBasaltPlasma
WallRockChromite: WallRockChromitePlasma WallRockChromite: WallRockChromitePlasma
@@ -85,6 +91,7 @@
- type: biomeMarkerLayer - type: biomeMarkerLayer
id: OreUranium id: OreUranium
entityMask: entityMask:
AsteroidRock: AsteroidRockUranium
WallRock: WallRockUranium WallRock: WallRockUranium
WallRockBasalt: WallRockBasaltUranium WallRockBasalt: WallRockBasaltUranium
WallRockChromite: WallRockChromiteUranium WallRockChromite: WallRockChromiteUranium
@@ -98,6 +105,7 @@
- type: biomeMarkerLayer - type: biomeMarkerLayer
id: OreBananium id: OreBananium
entityMask: entityMask:
AsteroidRock: AsteroidRockBananium
WallRock: WallRockBananium WallRock: WallRockBananium
WallRockBasalt: WallRockBasaltBananium WallRockBasalt: WallRockBasaltBananium
WallRockChromite: WallRockChromiteBananium WallRockChromite: WallRockChromiteBananium
@@ -112,6 +120,7 @@
- type: biomeMarkerLayer - type: biomeMarkerLayer
id: OreArtifactFragment id: OreArtifactFragment
entityMask: entityMask:
AsteroidRock: AsteroidRockArtifactFragment
WallRock: WallRockArtifactFragment WallRock: WallRockArtifactFragment
WallRockBasalt: WallRockBasaltArtifactFragment WallRockBasalt: WallRockBasaltArtifactFragment
WallRockChromite: WallRockChromiteArtifactFragment WallRockChromite: WallRockChromiteArtifactFragment

View File

@@ -602,3 +602,63 @@
noiseType: OpenSimplex2 noiseType: OpenSimplex2
frequency: 2 frequency: 2
tile: FloorAsteroidSand tile: FloorAsteroidSand
# Asteroid
- type: biomeTemplate
id: Asteroid
layers:
- !type:BiomeEntityLayer
threshold: 0.85
noise:
seed: 2
noiseType: OpenSimplex2
fractalType: PingPong
allowedTiles:
- FloorAsteroidSand
entities:
- CrystalGreen
- CrystalPink
- CrystalOrange
- CrystalBlue
- CrystalCyan
- !type:BiomeEntityLayer
threshold: 0.95
noise:
seed: 1
noiseType: OpenSimplex2
frequency: 1
allowedTiles:
- FloorAsteroidSand
entities:
- FloraStalagmite1
- FloraStalagmite2
- FloraStalagmite3
- FloraStalagmite4
- FloraStalagmite5
- FloraStalagmite6
- !type:BiomeEntityLayer
threshold: -0.6
invert: true
noise:
seed: 0
noiseType: Perlin
fractalType: Ridged
octaves: 1
frequency: 0.1
gain: 0.5
allowedTiles:
- FloorAsteroidSand
entities:
- AsteroidRock
- !type:BiomeTileLayer
threshold: -1.0
tile: FloorAsteroidSand
variants:
- 0
- !type:BiomeTileLayer
threshold: 0.5
noise:
seed: 1
noiseType: OpenSimplex2
frequency: 2
tile: FloorAsteroidSand