using Content.Server.Power.EntitySystems; using Content.Server.StationRecords; using Content.Shared.Delivery; using Content.Shared.EntityTable; using Robust.Shared.Random; using Robust.Shared.Timing; namespace Content.Server.Delivery; /// /// System for managing deliveries spawned by the mail teleporter. /// This covers for spawning deliveries. /// public sealed partial class DeliverySystem { [Dependency] private readonly IGameTiming _timing = default!; [Dependency] private readonly IRobustRandom _random = default!; [Dependency] private readonly EntityTableSystem _entityTable = default!; [Dependency] private readonly PowerReceiverSystem _power = default!; private void InitializeSpawning() { SubscribeLocalEvent(OnDataMapInit); } private void OnDataMapInit(Entity ent, ref MapInitEvent args) { ent.Comp.NextDelivery = _timing.CurTime + ent.Comp.MinDeliveryCooldown; // We want an early wave of mail so cargo doesn't have to wait } private void SpawnDelivery(Entity ent, int amount) { if (!Resolve(ent.Owner, ref ent.Comp)) return; var coords = Transform(ent).Coordinates; _audio.PlayPvs(ent.Comp.SpawnSound, ent.Owner); for (int i = 0; i < amount; i++) { var spawns = _entityTable.GetSpawns(ent.Comp.Table); foreach (var id in spawns) { Spawn(id, coords); } } } private void SpawnStationDeliveries(Entity ent) { if (!TryComp(ent, out var records)) return; var spawners = GetValidSpawners(ent); // Skip if theres no spawners available if (spawners.Count == 0) return; // Skip if there's nobody in crew manifest if (records.Records.Keys.Count == 0) return; // We take the amount of mail calculated based on player amount or the minimum, whichever is higher. // We don't want stations with less than the player ratio to not get mail at all var initialDeliveryCount = (int)Math.Ceiling(records.Records.Keys.Count / ent.Comp.PlayerToDeliveryRatio); var deliveryCount = Math.Max(initialDeliveryCount, ent.Comp.MinimumDeliverySpawn); if (!ent.Comp.DistributeRandomly) { foreach (var spawner in spawners) { SpawnDelivery(spawner, deliveryCount); } } else { int[] amounts = new int[spawners.Count]; // Distribute items randomly for (int i = 0; i < deliveryCount; i++) { var randomListIndex = _random.Next(spawners.Count); amounts[randomListIndex]++; } for (int j = 0; j < spawners.Count; j++) { SpawnDelivery(spawners[j], amounts[j]); } } } private List GetValidSpawners(Entity ent) { var validSpawners = new List(); var spawners = EntityQueryEnumerator(); while (spawners.MoveNext(out var spawnerUid, out _)) { var spawnerStation = _station.GetOwningStation(spawnerUid); if (spawnerStation != ent.Owner) continue; if (!_power.IsPowered(spawnerUid)) continue; validSpawners.Add(spawnerUid); } return validSpawners; } private void UpdateSpawner(float frameTime) { var dataQuery = EntityQueryEnumerator(); var curTime = _timing.CurTime; while (dataQuery.MoveNext(out var uid, out var deliveryData)) { if (deliveryData.NextDelivery > curTime) continue; deliveryData.NextDelivery += _random.Next(deliveryData.MinDeliveryCooldown, deliveryData.MaxDeliveryCooldown); // Random cooldown between min and max SpawnStationDeliveries((uid, deliveryData)); } } }