Files
tbd-station-14/Content.Server/Shuttles/Systems/ArrivalsSystem.cs
2025-02-24 20:43:43 +11:00

621 lines
23 KiB
C#

using System.Linq;
using System.Numerics;
using Content.Server.Administration;
using Content.Server.Chat.Managers;
using Content.Server.DeviceNetwork.Components;
using Content.Server.DeviceNetwork.Systems;
using Content.Server.GameTicking;
using Content.Server.GameTicking.Events;
using Content.Server.Parallax;
using Content.Server.Screens.Components;
using Content.Server.Shuttles.Components;
using Content.Server.Shuttles.Events;
using Content.Server.Spawners.Components;
using Content.Server.Spawners.EntitySystems;
using Content.Server.Station.Components;
using Content.Server.Station.Events;
using Content.Server.Station.Systems;
using Content.Shared.Administration;
using Content.Shared.CCVar;
using Content.Shared.Damage.Components;
using Content.Shared.DeviceNetwork;
using Content.Shared.GameTicking;
using Content.Shared.Mobs.Components;
using Content.Shared.Movement.Components;
using Content.Shared.Parallax.Biomes;
using Content.Shared.Salvage;
using Content.Shared.Shuttles.Components;
using Content.Shared.Tiles;
using Robust.Server.GameObjects;
using Robust.Shared.Collections;
using Robust.Shared.Configuration;
using Robust.Shared.Console;
using Robust.Shared.EntitySerialization;
using Robust.Shared.EntitySerialization.Systems;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
using TimedDespawnComponent = Robust.Shared.Spawners.TimedDespawnComponent;
namespace Content.Server.Shuttles.Systems;
/// <summary>
/// If enabled spawns players on a separate arrivals station before they can transfer to the main station.
/// </summary>
public sealed class ArrivalsSystem : EntitySystem
{
[Dependency] private readonly IChatManager _chat = default!;
[Dependency] private readonly IConfigurationManager _cfgManager = default!;
[Dependency] private readonly IConsoleHost _console = default!;
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly IPrototypeManager _protoManager = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly ActorSystem _actor = default!;
[Dependency] private readonly BiomeSystem _biomes = default!;
[Dependency] private readonly DeviceNetworkSystem _deviceNetworkSystem = default!;
[Dependency] private readonly GameTicker _ticker = default!;
[Dependency] private readonly MapLoaderSystem _loader = default!;
[Dependency] private readonly MetaDataSystem _metaData = default!;
[Dependency] private readonly SharedMapSystem _mapSystem = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
[Dependency] private readonly ShuttleSystem _shuttles = default!;
[Dependency] private readonly StationSpawningSystem _stationSpawning = default!;
[Dependency] private readonly StationSystem _station = default!;
private EntityQuery<PendingClockInComponent> _pendingQuery;
private EntityQuery<ArrivalsBlacklistComponent> _blacklistQuery;
private EntityQuery<MobStateComponent> _mobQuery;
/// <summary>
/// If enabled then spawns players on an alternate map so they can take a shuttle to the station.
/// </summary>
public bool Enabled { get; private set; }
/// <summary>
/// Flags if all players spawning at the departure terminal have godmode until they leave the terminal.
/// </summary>
public bool ArrivalsGodmode { get; private set; }
/// <summary>
/// The first arrival is a little early, to save everyone 10s
/// </summary>
private const float RoundStartFTLDuration = 10f;
private readonly List<ProtoId<BiomeTemplatePrototype>> _arrivalsBiomeOptions = new()
{
"Grasslands",
"LowDesert",
"Snow",
};
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<PlayerSpawningEvent>(HandlePlayerSpawning, before: new []{ typeof(SpawnPointSystem)}, after: new [] { typeof(ContainerSpawnPointSystem)});
SubscribeLocalEvent<StationArrivalsComponent, StationPostInitEvent>(OnStationPostInit);
SubscribeLocalEvent<ArrivalsShuttleComponent, ComponentStartup>(OnShuttleStartup);
SubscribeLocalEvent<ArrivalsShuttleComponent, FTLTagEvent>(OnShuttleTag);
SubscribeLocalEvent<RoundStartingEvent>(OnRoundStarting);
SubscribeLocalEvent<ArrivalsShuttleComponent, FTLStartedEvent>(OnArrivalsFTL);
SubscribeLocalEvent<ArrivalsShuttleComponent, FTLCompletedEvent>(OnArrivalsDocked);
SubscribeLocalEvent<PlayerSpawnCompleteEvent>(SendDirections);
_pendingQuery = GetEntityQuery<PendingClockInComponent>();
_blacklistQuery = GetEntityQuery<ArrivalsBlacklistComponent>();
_mobQuery = GetEntityQuery<MobStateComponent>();
// Don't invoke immediately as it will get set in the natural course of things.
Enabled = _cfgManager.GetCVar(CCVars.ArrivalsShuttles);
ArrivalsGodmode = _cfgManager.GetCVar(CCVars.GodmodeArrivals);
_cfgManager.OnValueChanged(CCVars.ArrivalsShuttles, SetArrivals);
_cfgManager.OnValueChanged(CCVars.GodmodeArrivals, b => ArrivalsGodmode = b);
// Command so admins can set these for funsies
_console.RegisterCommand("arrivals", ArrivalsCommand, ArrivalsCompletion);
}
private void OnShuttleTag(EntityUid uid, ArrivalsShuttleComponent component, ref FTLTagEvent args)
{
if (args.Handled)
return;
// Just saves mappers forgetting. (v2 boogaloo)
args.Handled = true;
args.Tag = "DockArrivals";
}
private CompletionResult ArrivalsCompletion(IConsoleShell shell, string[] args)
{
if (args.Length != 1)
return CompletionResult.Empty;
return new CompletionResult(new CompletionOption[]
{
// Enables and disable are separate comms in case you don't want to accidentally toggle it, compared to
// returns which doesn't have an immediate effect
new("enable", Loc.GetString("cmd-arrivals-enable-hint")),
new("disable", Loc.GetString("cmd-arrivals-disable-hint")),
new("returns", Loc.GetString("cmd-arrivals-returns-hint")),
new ("force", Loc.GetString("cmd-arrivals-force-hint"))
}, "Option");
}
[AdminCommand(AdminFlags.Fun)]
private void ArrivalsCommand(IConsoleShell shell, string argstr, string[] args)
{
if (args.Length != 1)
{
shell.WriteError(Loc.GetString("cmd-arrivals-invalid"));
return;
}
switch (args[0])
{
case "enable":
_cfgManager.SetCVar(CCVars.ArrivalsShuttles, true);
break;
case "disable":
_cfgManager.SetCVar(CCVars.ArrivalsShuttles, false);
break;
case "returns":
var existing = _cfgManager.GetCVar(CCVars.ArrivalsReturns);
_cfgManager.SetCVar(CCVars.ArrivalsReturns, !existing);
shell.WriteLine(Loc.GetString("cmd-arrivals-returns", ("value", !existing)));
break;
case "force":
var query = AllEntityQuery<PendingClockInComponent, TransformComponent>();
var spawnPoints = EntityQuery<SpawnPointComponent, TransformComponent>().ToList();
TryGetArrivals(out var arrivalsUid);
while (query.MoveNext(out var uid, out _, out var pendingXform))
{
_random.Shuffle(spawnPoints);
foreach (var (point, xform) in spawnPoints)
{
if (point.SpawnType != SpawnPointType.LateJoin || xform.GridUid == arrivalsUid)
continue;
_transform.SetCoordinates(uid, pendingXform, xform.Coordinates);
break;
}
RemCompDeferred<AutoOrientComponent>(uid);
RemCompDeferred<PendingClockInComponent>(uid);
shell.WriteLine(Loc.GetString("cmd-arrivals-forced", ("uid", ToPrettyString(uid))));
}
break;
default:
shell.WriteError(Loc.GetString($"cmd-arrivals-invalid"));
break;
}
}
/// <summary>
/// First sends shuttle timer data, then kicks people off the shuttle if it isn't leaving the arrivals terminal
/// </summary>
private void OnArrivalsFTL(EntityUid shuttleUid, ArrivalsShuttleComponent component, ref FTLStartedEvent args)
{
if (!TryGetArrivals(out EntityUid arrivals))
return;
if (TryComp<DeviceNetworkComponent>(shuttleUid, out var netComp))
{
TryComp<FTLComponent>(shuttleUid, out var ftlComp);
var ftlTime = TimeSpan.FromSeconds(ftlComp?.TravelTime ?? _shuttles.DefaultTravelTime);
var payload = new NetworkPayload
{
[ShuttleTimerMasks.ShuttleMap] = shuttleUid,
[ShuttleTimerMasks.ShuttleTime] = ftlTime
};
// unfortunate levels of spaghetti due to roundstart arrivals ftl behavior
EntityUid? sourceMap;
var arrivalsDelay = _cfgManager.GetCVar(CCVars.ArrivalsCooldown);
if (component.FirstRun)
{
var station = _station.GetLargestGrid(Comp<StationDataComponent>(component.Station));
sourceMap = station == null ? null : Transform(station.Value)?.MapUid;
arrivalsDelay += RoundStartFTLDuration;
component.FirstRun = false;
payload.Add(ShuttleTimerMasks.DestMap, Transform(args.TargetCoordinates.EntityId).MapUid);
payload.Add(ShuttleTimerMasks.DestTime, ftlTime);
}
else
sourceMap = args.FromMapUid;
payload.Add(ShuttleTimerMasks.SourceMap, sourceMap);
payload.Add(ShuttleTimerMasks.SourceTime, ftlTime + TimeSpan.FromSeconds(arrivalsDelay));
_deviceNetworkSystem.QueuePacket(shuttleUid, null, payload, netComp.TransmitFrequency);
}
// Don't do anything here when leaving arrivals.
var arrivalsMapUid = Transform(arrivals).MapUid;
if (args.FromMapUid == arrivalsMapUid)
return;
// Any mob then yeet them off the shuttle.
if (!_cfgManager.GetCVar(CCVars.ArrivalsReturns) && args.FromMapUid != null)
DumpChildren(shuttleUid, ref args);
var pendingQuery = AllEntityQuery<PendingClockInComponent, TransformComponent>();
// We're heading from the station back to arrivals (if leaving arrivals, would have returned above).
// Process everyone who holds a PendingClockInComponent
// Note, due to way DumpChildren works, anyone who doesn't have a PendingClockInComponent gets left in space
// and will not warp. This is intended behavior.
while (pendingQuery.MoveNext(out var pUid, out _, out var xform))
{
if (xform.GridUid == shuttleUid)
{
// Warp all players who are still on this shuttle to a spawn point. This doesn't let them return to
// arrivals. It also ensures noobs, slow players or AFK players safely leave the shuttle.
TryTeleportToMapSpawn(pUid, component.Station, xform);
}
// Players who have remained at arrivals keep their warp coupon (PendingClockInComponent) for now.
if (xform.MapUid == arrivalsMapUid)
continue;
// The player has successfully left arrivals and is also not on the shuttle. Remove their warp coupon.
RemCompDeferred<PendingClockInComponent>(pUid);
RemCompDeferred<AutoOrientComponent>(pUid);
if (ArrivalsGodmode)
RemCompDeferred<GodmodeComponent>(pUid);
}
}
private void OnArrivalsDocked(EntityUid uid, ArrivalsShuttleComponent component, ref FTLCompletedEvent args)
{
var dockTime = component.NextTransfer - _timing.CurTime + TimeSpan.FromSeconds(_shuttles.DefaultStartupTime);
if (TryComp<DeviceNetworkComponent>(uid, out var netComp))
{
var payload = new NetworkPayload
{
[ShuttleTimerMasks.ShuttleMap] = uid,
[ShuttleTimerMasks.ShuttleTime] = dockTime,
[ShuttleTimerMasks.SourceMap] = args.MapUid,
[ShuttleTimerMasks.SourceTime] = dockTime,
[ShuttleTimerMasks.Docked] = true
};
_deviceNetworkSystem.QueuePacket(uid, null, payload, netComp.TransmitFrequency);
}
}
private void DumpChildren(EntityUid uid, ref FTLStartedEvent args)
{
var toDump = new List<Entity<TransformComponent>>();
FindDumpChildren(uid, toDump);
foreach (var (ent, xform) in toDump)
{
var rotation = xform.LocalRotation;
_transform.SetCoordinates(ent, new EntityCoordinates(args.FromMapUid!.Value, Vector2.Transform(xform.LocalPosition, args.FTLFrom)));
_transform.SetWorldRotation(ent, args.FromRotation + rotation);
if (_actor.TryGetSession(ent, out var session))
{
_chat.DispatchServerMessage(session!, Loc.GetString("latejoin-arrivals-dumped-from-shuttle"));
}
}
}
private void FindDumpChildren(EntityUid uid, List<Entity<TransformComponent>> toDump)
{
if (_pendingQuery.HasComponent(uid))
return;
var xform = Transform(uid);
if (_mobQuery.HasComponent(uid) || _blacklistQuery.HasComponent(uid))
{
toDump.Add((uid, xform));
return;
}
var children = xform.ChildEnumerator;
while (children.MoveNext(out var child))
{
FindDumpChildren(child, toDump);
}
}
public void HandlePlayerSpawning(PlayerSpawningEvent ev)
{
if (ev.SpawnResult != null)
return;
// We use arrivals as the default spawn so don't check for job prio.
// Only works on latejoin even if enabled.
if (!Enabled || _ticker.RunLevel != GameRunLevel.InRound)
return;
if (!HasComp<StationArrivalsComponent>(ev.Station))
return;
TryGetArrivals(out var arrivals);
if (!TryComp(arrivals, out TransformComponent? arrivalsXform))
return;
var mapId = arrivalsXform.MapID;
var points = EntityQueryEnumerator<SpawnPointComponent, TransformComponent>();
var possiblePositions = new List<EntityCoordinates>();
while (points.MoveNext(out var uid, out var spawnPoint, out var xform))
{
if (spawnPoint.SpawnType != SpawnPointType.LateJoin || xform.MapID != mapId)
continue;
possiblePositions.Add(xform.Coordinates);
}
if (possiblePositions.Count <= 0)
return;
var spawnLoc = _random.Pick(possiblePositions);
ev.SpawnResult = _stationSpawning.SpawnPlayerMob(
spawnLoc,
ev.Job,
ev.HumanoidCharacterProfile,
ev.Station);
EnsureComp<PendingClockInComponent>(ev.SpawnResult.Value);
EnsureComp<AutoOrientComponent>(ev.SpawnResult.Value);
// If you're forced to spawn, you're invincible until you leave wherever you were forced to spawn.
if (ArrivalsGodmode)
EnsureComp<GodmodeComponent>(ev.SpawnResult.Value);
}
private void SendDirections(PlayerSpawnCompleteEvent ev)
{
if (!Enabled || !ev.LateJoin || ev.Silent || !_pendingQuery.HasComp(ev.Mob))
return;
var arrival = NextShuttleArrival();
var message = arrival is not null
? Loc.GetString("latejoin-arrivals-direction-time", ("time", $"{arrival:mm\\:ss}"))
: Loc.GetString("latejoin-arrivals-direction");
_chat.DispatchServerMessage(ev.Player, message);
}
private bool TryTeleportToMapSpawn(EntityUid player, EntityUid stationId, TransformComponent? transform = null)
{
if (!Resolve(player, ref transform))
return false;
var points = EntityQueryEnumerator<SpawnPointComponent, TransformComponent>();
var possiblePositions = new ValueList<EntityCoordinates>(32);
// Find a spawnpoint on the same map as the player is already docked with now.
while (points.MoveNext(out var uid, out var spawnPoint, out var xform))
{
if (spawnPoint.SpawnType == SpawnPointType.LateJoin &&
_station.GetOwningStation(uid, xform) == stationId)
{
// Add to list of possible spawn locations
possiblePositions.Add(xform.Coordinates);
}
}
if (possiblePositions.Count > 0)
{
// Move the player to a random late-join spawnpoint.
_transform.SetCoordinates(player, transform, _random.Pick(possiblePositions));
if (_actor.TryGetSession(player, out var session))
{
_chat.DispatchServerMessage(session!, Loc.GetString("latejoin-arrivals-teleport-to-spawn"));
}
return true;
}
return false;
}
private void OnShuttleStartup(EntityUid uid, ArrivalsShuttleComponent component, ComponentStartup args)
{
EnsureComp<PreventPilotComponent>(uid);
}
private bool TryGetArrivals(out EntityUid uid)
{
var arrivalsQuery = EntityQueryEnumerator<ArrivalsSourceComponent>();
while (arrivalsQuery.MoveNext(out uid, out _))
{
return true;
}
return false;
}
public TimeSpan? NextShuttleArrival()
{
var query = EntityQueryEnumerator<ArrivalsShuttleComponent>();
var time = TimeSpan.MaxValue;
while (query.MoveNext(out var uid, out var comp))
{
if (comp.NextArrivalsTime < time)
time = comp.NextArrivalsTime;
}
var duration = _timing.CurTime;
return (time < duration) ? null : time - duration;
}
public override void Update(float frameTime)
{
base.Update(frameTime);
var query = EntityQueryEnumerator<ArrivalsShuttleComponent, ShuttleComponent, TransformComponent>();
var curTime = _timing.CurTime;
TryGetArrivals(out var arrivals);
if (TryComp(arrivals, out TransformComponent? arrivalsXform))
{
while (query.MoveNext(out var uid, out var comp, out var shuttle, out var xform))
{
if (comp.NextTransfer > curTime || !TryComp<StationDataComponent>(comp.Station, out var data))
continue;
var tripTime = _shuttles.DefaultTravelTime + _shuttles.DefaultStartupTime;
// Go back to arrivals source
if (xform.MapUid != arrivalsXform.MapUid)
{
if (arrivals.IsValid())
_shuttles.FTLToDock(uid, shuttle, arrivals);
comp.NextArrivalsTime = _timing.CurTime + TimeSpan.FromSeconds(tripTime);
}
// Go to station
else
{
var targetGrid = _station.GetLargestGrid(data);
if (targetGrid != null)
_shuttles.FTLToDock(uid, shuttle, targetGrid.Value);
// The ArrivalsCooldown includes the trip there, so we only need to add the time taken for
// the trip back.
comp.NextArrivalsTime = _timing.CurTime + TimeSpan.FromSeconds(
_cfgManager.GetCVar(CCVars.ArrivalsCooldown) + tripTime);
}
comp.NextTransfer += TimeSpan.FromSeconds(_cfgManager.GetCVar(CCVars.ArrivalsCooldown));
}
}
}
private void OnRoundStarting(RoundStartingEvent ev)
{
// Setup arrivals station
if (!Enabled)
return;
SetupArrivalsStation();
}
private void SetupArrivalsStation()
{
var path = new ResPath(_cfgManager.GetCVar(CCVars.ArrivalsMap));
_mapSystem.CreateMap(out var mapId, runMapInit: false);
var mapUid = _mapSystem.GetMap(mapId);
if (!_loader.TryLoadGrid(mapId, path, out var grid))
return;
_metaData.SetEntityName(mapUid, Loc.GetString("map-name-terminal"));
EnsureComp<ArrivalsSourceComponent>(grid.Value);
EnsureComp<ProtectedGridComponent>(grid.Value);
EnsureComp<PreventPilotComponent>(grid.Value);
// Setup planet arrivals if relevant
if (_cfgManager.GetCVar(CCVars.ArrivalsPlanet))
{
var template = _random.Pick(_arrivalsBiomeOptions);
_biomes.EnsurePlanet(mapUid, _protoManager.Index(template));
var restricted = new RestrictedRangeComponent
{
Range = 32f
};
AddComp(mapUid, restricted);
}
_mapSystem.InitializeMap(mapId);
// Handle roundstart stations.
var query = AllEntityQuery<StationArrivalsComponent>();
while (query.MoveNext(out var uid, out var comp))
{
SetupShuttle(uid, comp);
}
}
private void SetArrivals(bool obj)
{
Enabled = obj;
if (Enabled)
{
SetupArrivalsStation();
var query = AllEntityQuery<StationArrivalsComponent>();
while (query.MoveNext(out var sUid, out var comp))
{
SetupShuttle(sUid, comp);
}
}
else
{
var sourceQuery = AllEntityQuery<ArrivalsSourceComponent>();
while (sourceQuery.MoveNext(out var uid, out _))
{
QueueDel(uid);
}
var shuttleQuery = AllEntityQuery<ArrivalsShuttleComponent>();
while (shuttleQuery.MoveNext(out var uid, out _))
{
QueueDel(uid);
}
}
}
private void OnStationPostInit(EntityUid uid, StationArrivalsComponent component, ref StationPostInitEvent args)
{
if (!Enabled)
return;
// If it's a latespawn station then this will fail but that's okey
SetupShuttle(uid, component);
}
private void SetupShuttle(EntityUid uid, StationArrivalsComponent component)
{
if (!Deleted(component.Shuttle))
return;
// Spawn arrivals on a dummy map then dock it to the source.
var dummpMapEntity = _mapSystem.CreateMap(out var dummyMapId);
if (TryGetArrivals(out var arrivals) &&
_loader.TryLoadGrid(dummyMapId, component.ShuttlePath, out var shuttle))
{
component.Shuttle = shuttle.Value;
var shuttleComp = Comp<ShuttleComponent>(component.Shuttle);
var arrivalsComp = EnsureComp<ArrivalsShuttleComponent>(component.Shuttle);
arrivalsComp.Station = uid;
EnsureComp<ProtectedGridComponent>(uid);
_shuttles.FTLToDock(component.Shuttle, shuttleComp, arrivals, hyperspaceTime: RoundStartFTLDuration);
arrivalsComp.NextTransfer = _timing.CurTime + TimeSpan.FromSeconds(_cfgManager.GetCVar(CCVars.ArrivalsCooldown));
}
// Don't start the arrivals shuttle immediately docked so power has a time to stabilise?
var timer = AddComp<TimedDespawnComponent>(dummpMapEntity);
timer.Lifetime = 15f;
}
}