using System.Linq; using Content.Server.Administration; using Content.Server.GameTicking; using Content.Server.GameTicking.Rules; using Content.Server.StationEvents.Components; using Content.Shared.Administration; using Content.Shared.EntityTable; using Content.Shared.GameTicking.Components; using JetBrains.Annotations; using Robust.Shared.Prototypes; using Robust.Shared.Random; using Robust.Shared.Toolshed; using Robust.Shared.Toolshed.TypeParsers; using Robust.Shared.Utility; namespace Content.Server.StationEvents { /// /// The basic event scheduler rule, loosely based off of /tg/ events, which most /// game presets use. /// [UsedImplicitly] public sealed class BasicStationEventSchedulerSystem : GameRuleSystem { [Dependency] private readonly IRobustRandom _random = default!; [Dependency] private readonly EventManagerSystem _event = default!; protected override void Started(EntityUid uid, BasicStationEventSchedulerComponent component, GameRuleComponent gameRule, GameRuleStartedEvent args) { // A little starting variance so schedulers dont all proc at once. component.TimeUntilNextEvent = RobustRandom.NextFloat(component.MinimumTimeUntilFirstEvent, component.MinimumTimeUntilFirstEvent + 120); } protected override void Ended(EntityUid uid, BasicStationEventSchedulerComponent component, GameRuleComponent gameRule, GameRuleEndedEvent args) { component.TimeUntilNextEvent = component.MinimumTimeUntilFirstEvent; } public override void Update(float frameTime) { base.Update(frameTime); if (!_event.EventsEnabled) return; var query = EntityQueryEnumerator(); while (query.MoveNext(out var uid, out var eventScheduler, out var gameRule)) { if (!GameTicker.IsGameRuleActive(uid, gameRule)) continue; if (eventScheduler.TimeUntilNextEvent > 0) { eventScheduler.TimeUntilNextEvent -= frameTime; continue; } _event.RunRandomEvent(eventScheduler.ScheduledGameRules); ResetTimer(eventScheduler); } } /// /// Reset the event timer once the event is done. /// private void ResetTimer(BasicStationEventSchedulerComponent component) { component.TimeUntilNextEvent = component.MinMaxEventTiming.Next(_random); } } [ToolshedCommand, AdminCommand(AdminFlags.Debug)] public sealed class StationEventCommand : ToolshedCommand { private EventManagerSystem? _stationEvent; private EntityTableSystem? _entityTable; private IComponentFactory? _compFac; private IRobustRandom? _random; private IPrototypeManager? _protoMan; /// /// Estimates the expected number of times an event will run over the course of X rounds, taking into account weights and /// how many events are expected to run over a given timeframe for a given playercount by repeatedly simulating rounds. /// Effectively /100 (if you put 100 rounds) = probability an event will run per round. /// /// /// This isn't perfect. Code path eventually goes into , which requires /// state from . As a result, you should probably just run this locally and not doing /// a real round (it won't pollute the state, but it will get contaminated by previously ran events in the actual round) /// and things like `MaxOccurrences` and `ReoccurrenceDelay` won't be respected. /// /// I consider these to not be that relevant to the analysis here though (and I don't want most uses of them /// to even exist) so I think it's fine. /// [CommandImplementation("simulate")] public IEnumerable<(string, float)> Simulate([CommandArgument] EntProtoId eventSchedulerProto, [CommandArgument] int rounds, [CommandArgument] int playerCount, [CommandArgument] float roundEndMean, [CommandArgument] float roundEndStdDev) { _stationEvent ??= GetSys(); _entityTable ??= GetSys(); _compFac ??= IoCManager.Resolve(); _random ??= IoCManager.Resolve(); _protoMan ??= IoCManager.Resolve(); var occurrences = new Dictionary(); foreach (var ev in _stationEvent.AllEvents()) { occurrences.Add(ev.Key.ID, 0); } var eventScheduler = _protoMan.Index(eventSchedulerProto); if (!eventScheduler.TryGetComponent(out var basicScheduler, _compFac)) { return occurrences.Select(p => (p.Key, (float)p.Value)).OrderByDescending(p => p.Item2); } var compMinMax = basicScheduler.MinMaxEventTiming; // we gotta do this since we cant execute on comp w/o an ent. for (var i = 0; i < rounds; i++) { var curTime = TimeSpan.Zero; var randomEndTime = _random.NextGaussian(roundEndMean, roundEndStdDev) * 60; // Its in minutes, should probably be a better time format once we get that in toolshed like [hh:mm:ss] if (randomEndTime <= 0) continue; while (curTime.TotalSeconds < randomEndTime) { // sim an event curTime += TimeSpan.FromSeconds(compMinMax.Next(_random)); var available = _stationEvent.AvailableEvents(false, playerCount, curTime); if (!_stationEvent.TryBuildLimitedEvents(basicScheduler.ScheduledGameRules, available, out var selectedEvents)) { continue; // doesnt break because maybe the time is preventing events being available. } var ev = _stationEvent.FindEvent(selectedEvents); if (ev == null) continue; occurrences[ev] += 1; } } return occurrences.Select(p => (p.Key, (float)p.Value)).OrderByDescending(p => p.Item2); } [CommandImplementation("lsprob")] public IEnumerable<(string, float)> LsProb([CommandArgument] EntProtoId eventSchedulerProto) { _compFac ??= IoCManager.Resolve(); _stationEvent ??= GetSys(); _protoMan ??= IoCManager.Resolve(); var eventScheduler = _protoMan.Index(eventSchedulerProto); if (!eventScheduler.TryGetComponent(out var basicScheduler, _compFac)) yield break; var available = _stationEvent.AvailableEvents(); if (!_stationEvent.TryBuildLimitedEvents(basicScheduler.ScheduledGameRules, available, out var events)) yield break; var totalWeight = events.Sum(x => x.Value.Weight); // Well this shit definitely isnt correct now, and I see no way to make it correct. // Its probably *fine* but it wont be accurate if the EntityTableSelector does any subsetting. foreach (var (proto, comp) in events) // The only solution I see is to do a simulation, and we already have that, so...! { yield return (proto.ID, comp.Weight / totalWeight); } } [CommandImplementation("lsprobtheoretical")] public IEnumerable<(string, float)> LsProbTime([CommandArgument] EntProtoId eventSchedulerProto, [CommandArgument] int playerCount, [CommandArgument] float time) { _compFac ??= IoCManager.Resolve(); _stationEvent ??= GetSys(); _protoMan ??= IoCManager.Resolve(); var eventScheduler = _protoMan.Index(eventSchedulerProto); if (!eventScheduler.TryGetComponent(out var basicScheduler, _compFac)) yield break; var timemins = time * 60; var theoryTime = TimeSpan.Zero + TimeSpan.FromSeconds(timemins); var available = _stationEvent.AvailableEvents(false, playerCount, theoryTime); if (!_stationEvent.TryBuildLimitedEvents(basicScheduler.ScheduledGameRules, available, out var untimedEvents)) yield break; var events = untimedEvents.Where(pair => pair.Value.EarliestStart <= timemins).ToList(); var totalWeight = events.Sum(x => x.Value.Weight); // same subsetting issue as lsprob. foreach (var (proto, comp) in events) { yield return (proto.ID, comp.Weight / totalWeight); } } [CommandImplementation("prob")] public float Prob([CommandArgument] EntProtoId eventSchedulerProto, [CommandArgument] string eventId) { _compFac ??= IoCManager.Resolve(); _stationEvent ??= GetSys(); _protoMan ??= IoCManager.Resolve(); var eventScheduler = _protoMan.Index(eventSchedulerProto); if (!eventScheduler.TryGetComponent(out var basicScheduler, _compFac)) return 0f; var available = _stationEvent.AvailableEvents(); if (!_stationEvent.TryBuildLimitedEvents(basicScheduler.ScheduledGameRules, available, out var events)) return 0f; var totalWeight = events.Sum(x => x.Value.Weight); // same subsetting issue as lsprob. var weight = 0f; if (events.TryFirstOrNull(p => p.Key.ID == eventId, out var pair)) { weight = pair.Value.Value.Weight; } return weight / totalWeight; } } }