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.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;
///
/// 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(EntityPrototype eventScheduler, int rounds, int playerCount, float roundEndMean, float roundEndStdDev)
{
_stationEvent ??= GetSys();
_entityTable ??= GetSys();
_compFac ??= IoCManager.Resolve();
_random ??= IoCManager.Resolve();
var occurrences = new Dictionary();
foreach (var ev in _stationEvent.AllEvents())
{
occurrences.Add(ev.Key.ID, 0);
}
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; // *60 = minutes to seconds
if (randomEndTime <= 0)
continue;
while (curTime.TotalSeconds < randomEndTime)
{
// sim an event
curTime += TimeSpan.FromSeconds(compMinMax.Next(_random));
if (!_stationEvent.TryBuildLimitedEvents(basicScheduler.ScheduledGameRules, out var selectedEvents))
{
continue; // doesnt break because maybe the time is preventing events being available.
}
var available = _stationEvent.AvailableEvents(false, playerCount, curTime);
var plausibleEvents = new Dictionary(available.Intersect(selectedEvents)); // C# makes me sad
var ev = _stationEvent.FindEvent(plausibleEvents);
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(EntityPrototype eventScheduler)
{
_compFac ??= IoCManager.Resolve();
_stationEvent ??= GetSys();
if (!eventScheduler.TryGetComponent(out var basicScheduler, _compFac))
yield break;
if (!_stationEvent.TryBuildLimitedEvents(basicScheduler.ScheduledGameRules, 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("lsprobtime")]
public IEnumerable<(string, float)> LsProbTime(EntityPrototype eventScheduler, float time)
{
_compFac ??= IoCManager.Resolve();
_stationEvent ??= GetSys();
if (!eventScheduler.TryGetComponent(out var basicScheduler, _compFac))
yield break;
if (!_stationEvent.TryBuildLimitedEvents(basicScheduler.ScheduledGameRules, out var untimedEvents))
yield break;
var events = untimedEvents.Where(pair => pair.Value.EarliestStart <= time).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(EntityPrototype eventScheduler, string eventId)
{
_compFac ??= IoCManager.Resolve();
_stationEvent ??= GetSys();
if (!eventScheduler.TryGetComponent(out var basicScheduler, _compFac))
return 0f;
if (!_stationEvent.TryBuildLimitedEvents(basicScheduler.ScheduledGameRules, 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;
}
}
}