Files
tbd-station-14/Content.Server/StationEvents/StationEventSystem.cs
2021-11-28 14:56:53 +01:00

389 lines
12 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Content.Server.Administration.Logs;
using Content.Server.GameTicking;
using Content.Server.StationEvents.Events;
using Content.Shared;
using Content.Shared.Administration.Logs;
using Content.Shared.CCVar;
using Content.Shared.Database;
using Content.Shared.GameTicking;
using Content.Shared.StationEvents;
using JetBrains.Annotations;
using Robust.Server.Console;
using Robust.Server.Player;
using Robust.Shared.Configuration;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Network;
using Robust.Shared.Random;
using Robust.Shared.Reflection;
using Robust.Shared.Timing;
namespace Content.Server.StationEvents
{
[UsedImplicitly]
// Somewhat based off of TG's implementation of events
public sealed class StationEventSystem : EntitySystem
{
[Dependency] private readonly IConfigurationManager _configurationManager = default!;
[Dependency] private readonly IServerNetManager _netManager = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IConGroupController _conGroupController = default!;
[Dependency] private readonly GameTicker _gameTicker = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly AdminLogSystem _adminLog = default!;
public StationEvent? CurrentEvent { get; private set; }
public IReadOnlyCollection<StationEvent> StationEvents => _stationEvents;
private readonly List<StationEvent> _stationEvents = new();
private const float MinimumTimeUntilFirstEvent = 300;
/// <summary>
/// How long until the next check for an event runs
/// </summary>
/// Default value is how long until first event is allowed
private float _timeUntilNextEvent = MinimumTimeUntilFirstEvent;
/// <summary>
/// Whether random events can run
/// </summary>
/// If disabled while an event is running (even if admin run) it will disable it
public bool Enabled
{
get => _enabled;
set
{
if (_enabled == value)
{
return;
}
_enabled = value;
CurrentEvent?.Shutdown();
CurrentEvent = null;
}
}
private bool _enabled = true;
/// <summary>
/// Admins can get a list of all events available to run, regardless of whether their requirements have been met
/// </summary>
/// <returns></returns>
public string GetEventNames()
{
StringBuilder result = new StringBuilder();
foreach (var stationEvent in _stationEvents)
{
result.Append(stationEvent.Name + "\n");
}
return result.ToString();
}
/// <summary>
/// Admins can forcibly run events by passing in the Name
/// </summary>
/// <param name="name">The exact string for Name, without localization</param>
/// <returns></returns>
public string RunEvent(string name)
{
_adminLog.Add(LogType.EventRan, LogImpact.High, $"Event run: {name}");
// Could use a dictionary but it's such a minor thing, eh.
// Wasn't sure on whether to localize this given it's a command
var upperName = name.ToUpperInvariant();
foreach (var stationEvent in _stationEvents)
{
if (stationEvent.Name.ToUpperInvariant() != upperName)
{
continue;
}
CurrentEvent?.Shutdown();
CurrentEvent = stationEvent;
stationEvent.Announce();
return Loc.GetString("station-event-system-run-event", ("eventName", stationEvent.Name));
}
// I had string interpolation but lord it made it hard to read
return Loc.GetString("station-event-system-run-event-no-event-name", ("eventName", name));
}
/// <summary>
/// Randomly run a valid event <b>immediately</b>, ignoring earlieststart
/// </summary>
/// <returns></returns>
public string RunRandomEvent()
{
var randomEvent = PickRandomEvent();
if (randomEvent == null)
{
return Loc.GetString("station-event-system-run-random-event-no-valid-events");
}
CurrentEvent?.Shutdown();
CurrentEvent = randomEvent;
CurrentEvent.Startup();
return Loc.GetString("station-event-system-run-event",("eventName", randomEvent.Name));
}
/// <summary>
/// Randomly picks a valid event.
/// </summary>
public StationEvent? PickRandomEvent()
{
var availableEvents = AvailableEvents(true);
return FindEvent(availableEvents);
}
/// <summary>
/// Admins can stop the currently running event (if applicable) and reset the timer
/// </summary>
/// <returns></returns>
public string StopEvent()
{
string resultText;
if (CurrentEvent == null)
{
resultText = Loc.GetString("station-event-system-stop-event-no-running-event");
}
else
{
resultText = Loc.GetString("station-event-system-stop-event", ("eventName", CurrentEvent.Name));
CurrentEvent.Shutdown();
CurrentEvent = null;
}
ResetTimer();
return resultText;
}
public override void Initialize()
{
base.Initialize();
var reflectionManager = IoCManager.Resolve<IReflectionManager>();
var typeFactory = IoCManager.Resolve<IDynamicTypeFactory>();
foreach (var type in reflectionManager.GetAllChildren(typeof(StationEvent)))
{
if (type.IsAbstract) continue;
var stationEvent = (StationEvent) typeFactory.CreateInstance(type);
IoCManager.InjectDependencies(stationEvent);
_stationEvents.Add(stationEvent);
}
// Can't just check debug / release for a default given mappers need to use release mode
// As such we'll always pause it by default.
_configurationManager.OnValueChanged(CCVars.EventsEnabled, value => Enabled = value, true);
_netManager.RegisterNetMessage<MsgRequestStationEvents>(RxRequest);
_netManager.RegisterNetMessage<MsgStationEvents>();
SubscribeLocalEvent<RoundRestartCleanupEvent>(Reset);
}
private void RxRequest(MsgRequestStationEvents msg)
{
if (_playerManager.TryGetSessionByChannel(msg.MsgChannel, out var player))
SendEvents(player);
}
private void SendEvents(IPlayerSession player)
{
if (!_conGroupController.CanCommand(player, "events"))
return;
var newMsg = _netManager.CreateNetMessage<MsgStationEvents>();
newMsg.Events = StationEvents.Select(e => e.Name).ToArray();
_netManager.ServerSendMessage(newMsg, player.ConnectedClient);
}
public override void Update(float frameTime)
{
base.Update(frameTime);
if (!Enabled && CurrentEvent == null)
{
return;
}
// Stop events from happening in lobby and force active event to end if the round ends
if (Get<GameTicker>().RunLevel != GameRunLevel.InRound)
{
if (CurrentEvent != null)
{
Enabled = false;
}
return;
}
// Keep running the current event
if (CurrentEvent != null)
{
CurrentEvent.Update(frameTime);
// Shutdown the event and set the timer for the next event
if (!CurrentEvent.Running)
{
CurrentEvent.Shutdown();
CurrentEvent = null;
ResetTimer();
}
return;
}
// Make sure we only count down when no event is running.
if (_timeUntilNextEvent > 0 && CurrentEvent == null)
{
_timeUntilNextEvent -= frameTime;
return;
}
// No point hammering this trying to find events if none are available
var stationEvent = FindEvent(AvailableEvents());
if (stationEvent == null)
{
ResetTimer();
}
else
{
CurrentEvent = stationEvent;
CurrentEvent.Announce();
}
}
/// <summary>
/// Reset the event timer once the event is done.
/// </summary>
private void ResetTimer()
{
// 5 - 15 minutes. TG does 3-10 but that's pretty frequent
_timeUntilNextEvent = _random.Next(300, 900);
}
/// <summary>
/// Pick a random event from the available events at this time, also considering their weightings.
/// </summary>
/// <returns></returns>
private StationEvent? FindEvent(List<StationEvent> availableEvents)
{
if (availableEvents.Count == 0)
{
return null;
}
var sumOfWeights = 0;
foreach (var stationEvent in availableEvents)
{
sumOfWeights += (int) stationEvent.Weight;
}
sumOfWeights = _random.Next(sumOfWeights);
foreach (var stationEvent in availableEvents)
{
sumOfWeights -= (int) stationEvent.Weight;
if (sumOfWeights <= 0)
{
return stationEvent;
}
}
return null;
}
/// <summary>
/// Gets the events that have met their player count, time-until start, etc.
/// </summary>
/// <param name="ignoreEarliestStart"></param>
/// <returns></returns>
private List<StationEvent> AvailableEvents(bool ignoreEarliestStart = false)
{
TimeSpan currentTime;
var playerCount = _playerManager.PlayerCount;
// playerCount does a lock so we'll just keep the variable here
if (!ignoreEarliestStart)
{
currentTime = _gameTicker.RoundDuration();
}
else
{
currentTime = TimeSpan.Zero;
}
var result = new List<StationEvent>();
foreach (var stationEvent in _stationEvents)
{
if (CanRun(stationEvent, playerCount, currentTime))
{
result.Add(stationEvent);
}
}
return result;
}
private bool CanRun(StationEvent stationEvent, int playerCount, TimeSpan currentTime)
{
if (stationEvent.MaxOccurrences.HasValue && stationEvent.Occurrences >= stationEvent.MaxOccurrences.Value)
{
return false;
}
if (playerCount < stationEvent.MinimumPlayers)
{
return false;
}
if (currentTime != TimeSpan.Zero && currentTime.TotalMinutes < stationEvent.EarliestStart)
{
return false;
}
return true;
}
public override void Shutdown()
{
CurrentEvent?.Shutdown();
base.Shutdown();
}
public void Reset(RoundRestartCleanupEvent ev)
{
if (CurrentEvent?.Running == true)
{
CurrentEvent.Shutdown();
CurrentEvent = null;
}
foreach (var stationEvent in _stationEvents)
{
stationEvent.Occurrences = 0;
}
_timeUntilNextEvent = MinimumTimeUntilFirstEvent;
}
}
}