Files
tbd-station-14/Content.Server/Delivery/DeliverySystem.Spawning.cs
āda 320e67a411 Predict identity (#40185)
* crossing the pond

* share some station records

* share some criminal records

* single system

* comments

* minor touchups

* I always forget this part

* requested changes

* revert predicted spawn

* requested changes

---------

Co-authored-by: iaada <iaada@users.noreply.github.com>
2025-09-24 01:32:20 +02:00

144 lines
4.8 KiB
C#

using Content.Shared.Delivery;
using Content.Shared.Power.EntitySystems;
using Content.Shared.EntityTable;
using Content.Shared.StationRecords;
using Robust.Shared.Random;
using Robust.Shared.Timing;
namespace Content.Server.Delivery;
/// <summary>
/// System for managing deliveries spawned by the mail teleporter.
/// This covers for spawning deliveries.
/// </summary>
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 SharedPowerReceiverSystem _power = default!;
private void InitializeSpawning()
{
SubscribeLocalEvent<CargoDeliveryDataComponent, MapInitEvent>(OnDataMapInit);
}
private void OnDataMapInit(Entity<CargoDeliveryDataComponent> 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
}
protected override void SpawnDeliveries(Entity<DeliverySpawnerComponent?> ent)
{
if (!Resolve(ent.Owner, ref ent.Comp))
return;
var coords = Transform(ent).Coordinates;
for (int i = 0; i < ent.Comp.ContainedDeliveryAmount; i++)
{
var spawns = _entityTable.GetSpawns(ent.Comp.Table);
foreach (var id in spawns)
{
Spawn(id, coords);
}
}
ent.Comp.ContainedDeliveryAmount = 0;
Dirty(ent);
}
private void AdjustStationDeliveries(Entity<CargoDeliveryDataComponent> ent)
{
if (!TryComp<StationRecordsComponent>(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)
{
AddDeliveriesToSpawner(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++)
{
AddDeliveriesToSpawner(spawners[j], amounts[j]);
}
}
}
private List<Entity<DeliverySpawnerComponent>> GetValidSpawners(Entity<CargoDeliveryDataComponent> ent)
{
var validSpawners = new List<Entity<DeliverySpawnerComponent>>();
var spawners = EntityQueryEnumerator<DeliverySpawnerComponent>();
while (spawners.MoveNext(out var spawnerUid, out var spawnerComp))
{
var spawnerStation = _station.GetOwningStation(spawnerUid);
if (spawnerStation != ent.Owner)
continue;
if (!_power.IsPowered(spawnerUid))
continue;
if (spawnerComp.ContainedDeliveryAmount >= spawnerComp.MaxContainedDeliveryAmount)
continue;
validSpawners.Add((spawnerUid, spawnerComp));
}
return validSpawners;
}
private void AddDeliveriesToSpawner(Entity<DeliverySpawnerComponent> ent, int amount)
{
ent.Comp.ContainedDeliveryAmount += Math.Clamp(amount, 0, ent.Comp.MaxContainedDeliveryAmount - ent.Comp.ContainedDeliveryAmount);
_audio.PlayPvs(ent.Comp.SpawnSound, ent.Owner);
UpdateDeliverySpawnerVisuals(ent, ent.Comp.ContainedDeliveryAmount);
Dirty(ent);
}
private void UpdateSpawner(float frameTime)
{
var dataQuery = EntityQueryEnumerator<CargoDeliveryDataComponent>();
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
AdjustStationDeliveries((uid, deliveryData));
}
}
}