* Convert advertisements to use LocalizedDatasets * File consolidation * Arcade machines too
107 lines
4.0 KiB
C#
107 lines
4.0 KiB
C#
using Content.Server.Advertise.Components;
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using Content.Server.Chat.Systems;
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using Content.Server.Power.Components;
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using Content.Shared.VendingMachines;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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namespace Content.Server.Advertise.EntitySystems;
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public sealed class AdvertiseSystem : EntitySystem
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly ChatSystem _chat = default!;
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/// <summary>
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/// The maximum amount of time between checking if advertisements should be displayed
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/// </summary>
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private readonly TimeSpan _maximumNextCheckDuration = TimeSpan.FromSeconds(15);
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/// <summary>
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/// The next time the game will check if advertisements should be displayed
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/// </summary>
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private TimeSpan _nextCheckTime = TimeSpan.MinValue;
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public override void Initialize()
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{
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SubscribeLocalEvent<AdvertiseComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<ApcPowerReceiverComponent, AttemptAdvertiseEvent>(OnPowerReceiverAttemptAdvertiseEvent);
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SubscribeLocalEvent<VendingMachineComponent, AttemptAdvertiseEvent>(OnVendingAttemptAdvertiseEvent);
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_nextCheckTime = TimeSpan.MinValue;
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}
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private void OnMapInit(EntityUid uid, AdvertiseComponent advert, MapInitEvent args)
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{
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var prewarm = advert.Prewarm;
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RandomizeNextAdvertTime(advert, prewarm);
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_nextCheckTime = MathHelper.Min(advert.NextAdvertisementTime, _nextCheckTime);
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}
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private void RandomizeNextAdvertTime(AdvertiseComponent advert, bool prewarm = false)
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{
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var minDuration = prewarm ? 0 : Math.Max(1, advert.MinimumWait);
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var maxDuration = Math.Max(minDuration, advert.MaximumWait);
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var waitDuration = TimeSpan.FromSeconds(_random.Next(minDuration, maxDuration));
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advert.NextAdvertisementTime = _gameTiming.CurTime + waitDuration;
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}
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public void SayAdvertisement(EntityUid uid, AdvertiseComponent? advert = null)
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{
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if (!Resolve(uid, ref advert))
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return;
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var attemptEvent = new AttemptAdvertiseEvent(uid);
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RaiseLocalEvent(uid, ref attemptEvent);
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if (attemptEvent.Cancelled)
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return;
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if (_prototypeManager.TryIndex(advert.Pack, out var advertisements))
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_chat.TrySendInGameICMessage(uid, Loc.GetString(_random.Pick(advertisements.Values)), InGameICChatType.Speak, hideChat: true);
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}
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public override void Update(float frameTime)
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{
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var currentGameTime = _gameTiming.CurTime;
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if (_nextCheckTime > currentGameTime)
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return;
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// _nextCheckTime starts at TimeSpan.MinValue, so this has to SET the value, not just increment it.
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_nextCheckTime = currentGameTime + _maximumNextCheckDuration;
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var query = EntityQueryEnumerator<AdvertiseComponent>();
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while (query.MoveNext(out var uid, out var advert))
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{
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if (currentGameTime > advert.NextAdvertisementTime)
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{
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SayAdvertisement(uid, advert);
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// The timer is always refreshed when it expires, to prevent mass advertising (ex: all the vending machines have no power, and get it back at the same time).
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RandomizeNextAdvertTime(advert);
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}
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_nextCheckTime = MathHelper.Min(advert.NextAdvertisementTime, _nextCheckTime);
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}
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}
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private static void OnPowerReceiverAttemptAdvertiseEvent(EntityUid uid, ApcPowerReceiverComponent powerReceiver, ref AttemptAdvertiseEvent args)
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{
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args.Cancelled |= !powerReceiver.Powered;
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}
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private static void OnVendingAttemptAdvertiseEvent(EntityUid uid, VendingMachineComponent machine, ref AttemptAdvertiseEvent args)
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{
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args.Cancelled |= machine.Broken;
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}
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}
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[ByRefEvent]
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public record struct AttemptAdvertiseEvent(EntityUid? Advertiser)
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{
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public bool Cancelled = false;
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}
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