using System.Linq;
using Content.Server.Administration;
using Content.Server.GameTicking;
using Content.Server.GameTicking.Events;
using Content.Server.Shuttles.Components;
using Content.Server.Shuttles.Events;
using Content.Server.Spawners.Components;
using Content.Server.Spawners.EntitySystems;
using Content.Server.Station.Components;
using Content.Server.Station.Systems;
using Content.Shared.Administration;
using Content.Shared.CCVar;
using Content.Shared.Mobs.Components;
using Content.Shared.Movement.Components;
using Content.Shared.Shuttles.Components;
using Robust.Shared.Spawners;
using Content.Shared.Tiles;
using Robust.Server.GameObjects;
using Robust.Shared.Collections;
using Robust.Shared.Configuration;
using Robust.Shared.Console;
using Robust.Shared.Map;
using Robust.Shared.Random;
using Robust.Shared.Timing;
using TimedDespawnComponent = Robust.Shared.Spawners.TimedDespawnComponent;
namespace Content.Server.Shuttles.Systems;
///
/// If enabled spawns players on a separate arrivals station before they can transfer to the main station.
///
public sealed class ArrivalsSystem : EntitySystem
{
[Dependency] private readonly IConfigurationManager _cfgManager = default!;
[Dependency] private readonly IConsoleHost _console = default!;
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly GameTicker _ticker = default!;
[Dependency] private readonly MapLoaderSystem _loader = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
[Dependency] private readonly ShuttleSystem _shuttles = default!;
[Dependency] private readonly StationSpawningSystem _stationSpawning = default!;
[Dependency] private readonly StationSystem _station = default!;
///
/// If enabled then spawns players on an alternate map so they can take a shuttle to the station.
///
public bool Enabled { get; private set; }
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent(OnPlayerSpawn, before: new []{typeof(SpawnPointSystem)});
SubscribeLocalEvent(OnArrivalsStartup);
SubscribeLocalEvent(OnShuttleStartup);
SubscribeLocalEvent(OnShuttleUnpaused);
SubscribeLocalEvent(OnShuttleTag);
SubscribeLocalEvent(OnRoundStarting);
SubscribeLocalEvent(OnArrivalsFTL);
// Don't invoke immediately as it will get set in the natural course of things.
Enabled = _cfgManager.GetCVar(CCVars.ArrivalsShuttles);
_cfgManager.OnValueChanged(CCVars.ArrivalsShuttles, SetArrivals);
// Command so admins can set these for funsies
_console.RegisterCommand("arrivals", ArrivalsCommand, ArrivalsCompletion);
}
private void OnShuttleTag(EntityUid uid, ArrivalsShuttleComponent component, ref FTLTagEvent args)
{
if (args.Handled)
return;
// Just saves mappers forgetting. (v2 boogaloo)
args.Handled = true;
args.Tag = "DockArrivals";
}
private CompletionResult ArrivalsCompletion(IConsoleShell shell, string[] args)
{
if (args.Length != 1)
return CompletionResult.Empty;
return new CompletionResult(new CompletionOption[]
{
// Enables and disable are separate comms in case you don't want to accidentally toggle it, compared to
// returns which doesn't have an immediate effect
new("enable", Loc.GetString("cmd-arrivals-enable-hint")),
new("disable", Loc.GetString("cmd-arrivals-disable-hint")),
new("returns", Loc.GetString("cmd-arrivals-returns-hint")),
new ("force", Loc.GetString("cmd-arrivals-force-hint"))
}, "Option");
}
[AdminCommand(AdminFlags.Fun)]
private void ArrivalsCommand(IConsoleShell shell, string argstr, string[] args)
{
if (args.Length != 1)
{
shell.WriteError(Loc.GetString("cmd-arrivals-invalid"));
return;
}
switch (args[0])
{
case "enable":
_cfgManager.SetCVar(CCVars.ArrivalsShuttles, true);
break;
case "disable":
_cfgManager.SetCVar(CCVars.ArrivalsShuttles, false);
break;
case "returns":
var existing = _cfgManager.GetCVar(CCVars.ArrivalsReturns);
_cfgManager.SetCVar(CCVars.ArrivalsReturns, !existing);
shell.WriteLine(Loc.GetString("cmd-arrivals-returns", ("value", !existing)));
break;
case "force":
var query = AllEntityQuery();
var spawnPoints = EntityQuery().ToList();
TryGetArrivals(out var arrivalsUid);
while (query.MoveNext(out var uid, out _, out var pendingXform))
{
_random.Shuffle(spawnPoints);
foreach (var (point, xform) in spawnPoints)
{
if (point.SpawnType != SpawnPointType.LateJoin || xform.GridUid == arrivalsUid)
continue;
_transform.SetCoordinates(uid, pendingXform, xform.Coordinates);
break;
}
RemCompDeferred(uid);
RemCompDeferred(uid);
shell.WriteLine(Loc.GetString("cmd-arrivals-forced", ("uid", ToPrettyString(uid))));
}
break;
default:
shell.WriteError(Loc.GetString($"cmd-arrivals-invalid"));
break;
}
}
public override void Shutdown()
{
base.Shutdown();
_cfgManager.UnsubValueChanged(CCVars.ArrivalsShuttles, SetArrivals);
}
private void OnArrivalsFTL(EntityUid shuttleUid, ArrivalsShuttleComponent component, ref FTLStartedEvent args)
{
if (!TryGetArrivals(out EntityUid arrivals))
return;
var arrivalsMapUid = Transform(arrivals).MapUid;
// Don't do anything here when leaving arrivals.
if (args.FromMapUid == arrivalsMapUid)
return;
// Any mob then yeet them off the shuttle.
if (!_cfgManager.GetCVar(CCVars.ArrivalsReturns) && args.FromMapUid != null)
{
var pendingEntQuery = GetEntityQuery();
var arrivalsBlacklistQuery = GetEntityQuery();
var mobQuery = GetEntityQuery();
var xformQuery = GetEntityQuery();
DumpChildren(shuttleUid, ref args, pendingEntQuery, arrivalsBlacklistQuery, mobQuery, xformQuery);
}
var pendingQuery = AllEntityQuery();
// We're heading from the station back to arrivals (if leaving arrivals, would have returned above).
// Process everyone who holds a PendingClockInComponent
// Note, due to way DumpChildren works, anyone who doesn't have a PendingClockInComponent gets left in space
// and will not warp. This is intended behavior.
while (pendingQuery.MoveNext(out var pUid, out _, out var xform))
{
if (xform.GridUid == shuttleUid)
{
// Warp all players who are still on this shuttle to a spawn point. This doesn't let them return to
// arrivals. It also ensures noobs, slow players or AFK players safely leave the shuttle.
TryTeleportToMapSpawn(pUid, component.Station, xform);
}
// Players who have remained at arrives keep their warp coupon (PendingClockInComponent) for now.
if (xform.MapUid == arrivalsMapUid)
continue;
// The player has successfully left arrivals and is also not on the shuttle. Remove their warp coupon.
RemCompDeferred(pUid);
RemCompDeferred(pUid);
}
}
private void DumpChildren(EntityUid uid,
ref FTLStartedEvent args,
EntityQuery pendingEntQuery,
EntityQuery arrivalsBlacklistQuery,
EntityQuery mobQuery,
EntityQuery xformQuery)
{
if (pendingEntQuery.HasComponent(uid))
return;
var xform = xformQuery.GetComponent(uid);
if (mobQuery.HasComponent(uid) || arrivalsBlacklistQuery.HasComponent(uid))
{
var rotation = xform.LocalRotation;
_transform.SetCoordinates(uid, new EntityCoordinates(args.FromMapUid!.Value, args.FTLFrom.Transform(xform.LocalPosition)));
_transform.SetWorldRotation(uid, args.FromRotation + rotation);
return;
}
var children = xform.ChildEnumerator;
while (children.MoveNext(out var child))
{
DumpChildren(child.Value, ref args, pendingEntQuery, arrivalsBlacklistQuery, mobQuery, xformQuery);
}
}
private void OnPlayerSpawn(PlayerSpawningEvent ev)
{
// Only works on latejoin even if enabled.
if (!Enabled || _ticker.RunLevel != GameRunLevel.InRound)
return;
if (!HasComp(ev.Station))
return;
TryGetArrivals(out var arrivals);
if (TryComp(arrivals, out var arrivalsXform))
{
var mapId = arrivalsXform.MapID;
var points = EntityQueryEnumerator();
var possiblePositions = new List();
while ( points.MoveNext(out var uid, out var spawnPoint, out var xform))
{
if (spawnPoint.SpawnType != SpawnPointType.LateJoin || xform.MapID != mapId)
continue;
possiblePositions.Add(xform.Coordinates);
}
if (possiblePositions.Count > 0)
{
var spawnLoc = _random.Pick(possiblePositions);
ev.SpawnResult = _stationSpawning.SpawnPlayerMob(
spawnLoc,
ev.Job,
ev.HumanoidCharacterProfile,
ev.Station);
EnsureComp(ev.SpawnResult.Value);
EnsureComp(ev.SpawnResult.Value);
}
}
}
private bool TryTeleportToMapSpawn(EntityUid player, EntityUid stationId, TransformComponent? transform = null)
{
if (!Resolve(player, ref transform))
return false;
var points = EntityQueryEnumerator();
var possiblePositions = new ValueList(32);
// Find a spawnpoint on the same map as the player is already docked with now.
while ( points.MoveNext(out var uid, out var spawnPoint, out var xform))
{
if (spawnPoint.SpawnType == SpawnPointType.LateJoin &&
_station.GetOwningStation(uid, xform) == stationId)
{
// Add to list of possible spawn locations
possiblePositions.Add(xform.Coordinates);
}
}
if (possiblePositions.Count > 0)
{
// Move the player to a random late-join spawnpoint.
_transform.SetCoordinates(player, transform, _random.Pick(possiblePositions));
return true;
}
return false;
}
private void OnShuttleStartup(EntityUid uid, ArrivalsShuttleComponent component, ComponentStartup args)
{
EnsureComp(uid);
}
private void OnShuttleUnpaused(EntityUid uid, ArrivalsShuttleComponent component, ref EntityUnpausedEvent args)
{
component.NextTransfer += args.PausedTime;
}
private bool TryGetArrivals(out EntityUid uid)
{
var arrivalsQuery = EntityQueryEnumerator();
while (arrivalsQuery.MoveNext(out uid, out _))
{
return true;
}
return false;
}
public TimeSpan? NextShuttleArrival()
{
var query = EntityQueryEnumerator();
var time = TimeSpan.MaxValue;
while (query.MoveNext(out var uid, out var comp))
{
if (comp.NextArrivalsTime < time)
time = comp.NextArrivalsTime;
}
var duration = _timing.CurTime;
return (time < duration) ? null : time - duration;
}
public override void Update(float frameTime)
{
base.Update(frameTime);
var query = EntityQueryEnumerator();
var curTime = _timing.CurTime;
TryGetArrivals(out var arrivals);
// TODO: FTL fucker, if on an edge tile every N seconds check for wall or w/e
// TODO: Docking should be per-grid rather than per dock and bump off when undocking.
// TODO: Stop dispatch if emergency shuttle has arrived.
// TODO: Need server join message specifying shuttle wait time or smth.
// TODO: Need maps
// TODO: Need emergency suits on shuttle probs
// TODO: Need some kind of comp to shunt people off if they try to get on?
if (TryComp(arrivals, out var arrivalsXform))
{
while (query.MoveNext(out var uid, out var comp, out var shuttle, out var xform))
{
if (comp.NextTransfer > curTime || !TryComp(comp.Station, out var data))
continue;
var tripTime = ShuttleSystem.DefaultTravelTime + ShuttleSystem.DefaultStartupTime ;
// Go back to arrivals source
if (xform.MapUid != arrivalsXform.MapUid)
{
if (arrivals.IsValid())
_shuttles.FTLTravel(uid, shuttle, arrivals, dock: true);
comp.NextArrivalsTime = _timing.CurTime + TimeSpan.FromSeconds(tripTime);
}
// Go to station
else
{
var targetGrid = _station.GetLargestGrid(data);
if (targetGrid != null)
_shuttles.FTLTravel(uid, shuttle, targetGrid.Value, dock: true);
// The ArrivalsCooldown includes the trip there, so we only need to add the time taken for
// the trip back.
comp.NextArrivalsTime = _timing.CurTime + TimeSpan.FromSeconds(
_cfgManager.GetCVar(CCVars.ArrivalsCooldown) + tripTime);
}
comp.NextTransfer += TimeSpan.FromSeconds(_cfgManager.GetCVar(CCVars.ArrivalsCooldown));
}
}
}
private void OnRoundStarting(RoundStartingEvent ev)
{
// Setup arrivals station
if (!Enabled)
return;
SetupArrivalsStation();
}
private void SetupArrivalsStation()
{
var mapId = _mapManager.CreateMap();
if (!_loader.TryLoad(mapId, _cfgManager.GetCVar(CCVars.ArrivalsMap), out var uids))
{
return;
}
foreach (var id in uids)
{
EnsureComp(id);
EnsureComp(id);
EnsureComp(id);
}
// Handle roundstart stations.
var query = AllEntityQuery();
while (query.MoveNext(out var uid, out var comp))
{
SetupShuttle(uid, comp);
}
}
private void SetArrivals(bool obj)
{
Enabled = obj;
if (Enabled)
{
SetupArrivalsStation();
var query = AllEntityQuery();
while (query.MoveNext(out var sUid, out var comp))
{
SetupShuttle(sUid, comp);
}
}
else
{
var sourceQuery = AllEntityQuery();
while (sourceQuery.MoveNext(out var uid, out _))
{
QueueDel(uid);
}
var shuttleQuery = AllEntityQuery();
while (shuttleQuery.MoveNext(out var uid, out _))
{
QueueDel(uid);
}
}
}
private void OnArrivalsStartup(EntityUid uid, StationArrivalsComponent component, ComponentStartup args)
{
if (!Enabled)
return;
// If it's a latespawn station then this will fail but that's okey
SetupShuttle(uid, component);
}
private void SetupShuttle(EntityUid uid, StationArrivalsComponent component)
{
if (!Deleted(component.Shuttle))
return;
// Spawn arrivals on a dummy map then dock it to the source.
var dummyMap = _mapManager.CreateMap();
if (TryGetArrivals(out var arrivals) &&
_loader.TryLoad(dummyMap, component.ShuttlePath.ToString(), out var shuttleUids))
{
component.Shuttle = shuttleUids[0];
var shuttleComp = Comp(component.Shuttle);
var arrivalsComp = EnsureComp(component.Shuttle);
arrivalsComp.Station = uid;
EnsureComp(uid);
_shuttles.FTLTravel(component.Shuttle, shuttleComp, arrivals, hyperspaceTime: 10f, dock: true);
arrivalsComp.NextTransfer = _timing.CurTime + TimeSpan.FromSeconds(_cfgManager.GetCVar(CCVars.ArrivalsCooldown));
}
// Don't start the arrivals shuttle immediately docked so power has a time to stabilise?
var timer = AddComp(_mapManager.GetMapEntityId(dummyMap));
timer.Lifetime = 15f;
}
}