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