Files
tbd-station-14/Content.Server/Salvage/SalvageSystem.Expeditions.cs

309 lines
11 KiB
C#

using Content.Server.Cargo.Components;
using Content.Server.Salvage.Expeditions;
using Content.Server.Salvage.Expeditions.Structure;
using Content.Shared.CCVar;
using Content.Shared.Examine;
using Content.Shared.Salvage;
using Robust.Shared.CPUJob.JobQueues;
using Robust.Shared.CPUJob.JobQueues.Queues;
using System.Linq;
using System.Threading;
using Content.Shared.Salvage.Expeditions;
using Robust.Shared.GameStates;
namespace Content.Server.Salvage;
public sealed partial class SalvageSystem
{
/*
* Handles setup / teardown of salvage expeditions.
*/
private const int MissionLimit = 3;
private readonly JobQueue _salvageQueue = new();
private readonly List<(SpawnSalvageMissionJob Job, CancellationTokenSource CancelToken)> _salvageJobs = new();
private const double SalvageJobTime = 0.002;
private float _cooldown;
private float _failedCooldown;
private void InitializeExpeditions()
{
SubscribeLocalEvent<SalvageExpeditionConsoleComponent, ComponentInit>(OnSalvageConsoleInit);
SubscribeLocalEvent<SalvageExpeditionConsoleComponent, EntParentChangedMessage>(OnSalvageConsoleParent);
SubscribeLocalEvent<SalvageExpeditionConsoleComponent, ClaimSalvageMessage>(OnSalvageClaimMessage);
SubscribeLocalEvent<SalvageExpeditionDataComponent, EntityUnpausedEvent>(OnDataUnpaused);
SubscribeLocalEvent<SalvageExpeditionComponent, ComponentShutdown>(OnExpeditionShutdown);
SubscribeLocalEvent<SalvageExpeditionComponent, EntityUnpausedEvent>(OnExpeditionUnpaused);
SubscribeLocalEvent<SalvageExpeditionComponent, ComponentGetState>(OnExpeditionGetState);
SubscribeLocalEvent<SalvageStructureComponent, ExaminedEvent>(OnStructureExamine);
_cooldown = _configurationManager.GetCVar(CCVars.SalvageExpeditionCooldown);
_failedCooldown = _configurationManager.GetCVar(CCVars.SalvageExpeditionFailedCooldown);
_configurationManager.OnValueChanged(CCVars.SalvageExpeditionCooldown, SetCooldownChange);
_configurationManager.OnValueChanged(CCVars.SalvageExpeditionFailedCooldown, SetFailedCooldownChange);
}
private void OnExpeditionGetState(EntityUid uid, SalvageExpeditionComponent component, ref ComponentGetState args)
{
args.State = new SalvageExpeditionComponentState()
{
Stage = component.Stage
};
}
private void ShutdownExpeditions()
{
_configurationManager.UnsubValueChanged(CCVars.SalvageExpeditionCooldown, SetCooldownChange);
_configurationManager.UnsubValueChanged(CCVars.SalvageExpeditionFailedCooldown, SetFailedCooldownChange);
}
private void SetCooldownChange(float obj)
{
// Update the active cooldowns if we change it.
var diff = obj - _cooldown;
var query = AllEntityQuery<SalvageExpeditionDataComponent>();
while (query.MoveNext(out var comp))
{
comp.NextOffer += TimeSpan.FromSeconds(diff);
}
_cooldown = obj;
}
private void SetFailedCooldownChange(float obj)
{
var diff = obj - _failedCooldown;
var query = AllEntityQuery<SalvageExpeditionDataComponent>();
while (query.MoveNext(out var comp))
{
comp.NextOffer += TimeSpan.FromSeconds(diff);
}
_failedCooldown = obj;
}
private void OnExpeditionShutdown(EntityUid uid, SalvageExpeditionComponent component, ComponentShutdown args)
{
component.Stream?.Stop();
foreach (var (job, cancelToken) in _salvageJobs.ToArray())
{
if (job.Station == component.Station)
{
cancelToken.Cancel();
_salvageJobs.Remove((job, cancelToken));
}
}
if (Deleted(component.Station))
return;
// Finish mission
if (TryComp<SalvageExpeditionDataComponent>(component.Station, out var data))
{
FinishExpedition(data, uid, component, null);
}
}
private void OnDataUnpaused(EntityUid uid, SalvageExpeditionDataComponent component, ref EntityUnpausedEvent args)
{
component.NextOffer += args.PausedTime;
}
private void OnExpeditionUnpaused(EntityUid uid, SalvageExpeditionComponent component, ref EntityUnpausedEvent args)
{
component.EndTime += args.PausedTime;
}
private void UpdateExpeditions()
{
var currentTime = _timing.CurTime;
_salvageQueue.Process();
foreach (var (job, cancelToken) in _salvageJobs.ToArray())
{
switch (job.Status)
{
case JobStatus.Finished:
_salvageJobs.Remove((job, cancelToken));
break;
}
}
foreach (var comp in EntityQuery<SalvageExpeditionDataComponent>())
{
// Update offers
if (comp.NextOffer > currentTime || comp.Claimed)
continue;
comp.Cooldown = false;
comp.NextOffer += TimeSpan.FromSeconds(_cooldown);
GenerateMissions(comp);
UpdateConsoles(comp);
}
}
private void FinishExpedition(SalvageExpeditionDataComponent component, EntityUid uid, SalvageExpeditionComponent expedition, EntityUid? shuttle)
{
// Finish mission cleanup.
switch (expedition.MissionParams.MissionType)
{
// Handles the mining taxation.
case SalvageMissionType.Mining:
expedition.Completed = true;
if (shuttle != null && TryComp<SalvageMiningExpeditionComponent>(uid, out var mining))
{
var xformQuery = GetEntityQuery<TransformComponent>();
var entities = new List<EntityUid>();
MiningTax(entities, shuttle.Value, mining, xformQuery);
var tax = GetMiningTax(expedition.MissionParams.Difficulty);
_random.Shuffle(entities);
// TODO: urgh this pr is already taking so long I'll do this later
for (var i = 0; i < Math.Ceiling(entities.Count * tax); i++)
{
// QueueDel(entities[i]);
}
}
break;
}
// Handle payout after expedition has finished
if (expedition.Completed)
{
Log.Debug($"Completed mission {expedition.MissionParams.MissionType} with seed {expedition.MissionParams.Seed}");
component.NextOffer = _timing.CurTime + TimeSpan.FromSeconds(_cooldown);
Announce(uid, Loc.GetString("salvage-expedition-mission-completed"));
GiveRewards(expedition);
}
else
{
Log.Debug($"Failed mission {expedition.MissionParams.MissionType} with seed {expedition.MissionParams.Seed}");
component.NextOffer = _timing.CurTime + TimeSpan.FromSeconds(_failedCooldown);
Announce(uid, Loc.GetString("salvage-expedition-mission-failed"));
}
component.ActiveMission = 0;
component.Cooldown = true;
UpdateConsoles(component);
}
/// <summary>
/// Deducts ore tax for mining.
/// </summary>
private void MiningTax(List<EntityUid> entities, EntityUid entity, SalvageMiningExpeditionComponent mining, EntityQuery<TransformComponent> xformQuery)
{
if (!mining.ExemptEntities.Contains(entity))
{
entities.Add(entity);
}
var xform = xformQuery.GetComponent(entity);
var children = xform.ChildEnumerator;
while (children.MoveNext(out var child))
{
MiningTax(entities, child.Value, mining, xformQuery);
}
}
private void GenerateMissions(SalvageExpeditionDataComponent component)
{
component.Missions.Clear();
var configs = Enum.GetValues<SalvageMissionType>().ToList();
// Temporarily removed coz it SUCKS
configs.Remove(SalvageMissionType.Mining);
// this doesn't support having more missions than types of ratings
// but the previous system didn't do that either.
var allDifficulties = Enum.GetValues<DifficultyRating>();
_random.Shuffle(allDifficulties);
var difficulties = allDifficulties.Take(MissionLimit).ToList();
difficulties.Sort();
if (configs.Count == 0)
return;
for (var i = 0; i < MissionLimit; i++)
{
_random.Shuffle(configs);
var rating = difficulties[i];
foreach (var config in configs)
{
var mission = new SalvageMissionParams
{
Index = component.NextIndex,
MissionType = config,
Seed = _random.Next(),
Difficulty = rating,
};
component.Missions[component.NextIndex++] = mission;
break;
}
}
}
private SalvageExpeditionConsoleState GetState(SalvageExpeditionDataComponent component)
{
var missions = component.Missions.Values.ToList();
return new SalvageExpeditionConsoleState(component.NextOffer, component.Claimed, component.Cooldown, component.ActiveMission, missions);
}
private void SpawnMission(SalvageMissionParams missionParams, EntityUid station)
{
var cancelToken = new CancellationTokenSource();
var job = new SpawnSalvageMissionJob(
SalvageJobTime,
EntityManager,
_timing,
_mapManager,
_prototypeManager,
_anchorable,
_biome,
_dungeon,
_metaData,
this,
station,
missionParams,
cancelToken.Token);
_salvageJobs.Add((job, cancelToken));
_salvageQueue.EnqueueJob(job);
}
private void OnStructureExamine(EntityUid uid, SalvageStructureComponent component, ExaminedEvent args)
{
args.PushMarkup(Loc.GetString("salvage-expedition-structure-examine"));
}
private void GiveRewards(SalvageExpeditionComponent comp)
{
// send it to cargo, no rewards otherwise.
if (!TryComp<StationCargoOrderDatabaseComponent>(comp.Station, out var cargoDb))
return;
foreach (var reward in comp.Rewards)
{
var sender = Loc.GetString("cargo-gift-default-sender");
var desc = Loc.GetString("salvage-expedition-reward-description");
var dest = Loc.GetString("cargo-gift-default-dest");
_cargo.AddAndApproveOrder(comp.Station, reward, 0, 1, sender, desc, dest, cargoDb);
}
}
}