Files
tbd-station-14/Content.Server/Salvage/SpawnSalvageMissionJob.cs
Tayrtahn c565b44965 Replace ValidatePrototypeId uses with ProtoId or EntProtoId (#38814)
* The easy ones

* For certain values of easy

* Easy test

* Hair

* Fix sandbox violations

* Sort usings
2025-07-07 21:57:05 +02:00

355 lines
13 KiB
C#

using System.Collections;
using System.Linq;
using System.Numerics;
using System.Threading;
using System.Threading.Tasks;
using Content.Server.Atmos;
using Content.Server.Atmos.Components;
using Content.Server.Atmos.EntitySystems;
using Robust.Shared.CPUJob.JobQueues;
using Content.Server.Ghost.Roles.Components;
using Content.Server.Parallax;
using Content.Server.Procedural;
using Content.Server.Salvage.Expeditions;
using Content.Server.Salvage.Expeditions.Structure;
using Content.Shared.Atmos;
using Content.Shared.Construction.EntitySystems;
using Content.Shared.Dataset;
using Content.Shared.Gravity;
using Content.Shared.Parallax.Biomes;
using Content.Shared.Physics;
using Content.Shared.Procedural;
using Content.Shared.Procedural.Loot;
using Content.Shared.Random;
using Content.Shared.Salvage;
using Content.Shared.Salvage.Expeditions;
using Content.Shared.Salvage.Expeditions.Modifiers;
using Content.Shared.Shuttles.Components;
using Content.Shared.Storage;
using Robust.Shared.Collections;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
using Content.Server.Shuttles.Components;
namespace Content.Server.Salvage;
public sealed class SpawnSalvageMissionJob : Job<bool>
{
private readonly IEntityManager _entManager;
private readonly IGameTiming _timing;
private readonly IPrototypeManager _prototypeManager;
private readonly AnchorableSystem _anchorable;
private readonly BiomeSystem _biome;
private readonly DungeonSystem _dungeon;
private readonly MetaDataSystem _metaData;
private readonly SharedMapSystem _map;
public readonly EntityUid Station;
public readonly EntityUid? CoordinatesDisk;
private readonly SalvageMissionParams _missionParams;
private readonly ISawmill _sawmill;
public SpawnSalvageMissionJob(
double maxTime,
IEntityManager entManager,
IGameTiming timing,
ILogManager logManager,
IPrototypeManager protoManager,
AnchorableSystem anchorable,
BiomeSystem biome,
DungeonSystem dungeon,
MetaDataSystem metaData,
SharedMapSystem map,
EntityUid station,
EntityUid? coordinatesDisk,
SalvageMissionParams missionParams,
CancellationToken cancellation = default) : base(maxTime, cancellation)
{
_entManager = entManager;
_timing = timing;
_prototypeManager = protoManager;
_anchorable = anchorable;
_biome = biome;
_dungeon = dungeon;
_metaData = metaData;
_map = map;
Station = station;
CoordinatesDisk = coordinatesDisk;
_missionParams = missionParams;
_sawmill = logManager.GetSawmill("salvage_job");
#if !DEBUG
_sawmill.Level = LogLevel.Info;
#endif
}
protected override async Task<bool> Process()
{
_sawmill.Debug("salvage", $"Spawning salvage mission with seed {_missionParams.Seed}");
var mapUid = _map.CreateMap(out var mapId, runMapInit: false);
MetaDataComponent? metadata = null;
var grid = _entManager.EnsureComponent<MapGridComponent>(mapUid);
var random = new Random(_missionParams.Seed);
var destComp = _entManager.AddComponent<FTLDestinationComponent>(mapUid);
destComp.BeaconsOnly = true;
destComp.RequireCoordinateDisk = true;
destComp.Enabled = true;
_metaData.SetEntityName(
mapUid,
_entManager.System<SharedSalvageSystem>().GetFTLName(_prototypeManager.Index(SalvageSystem.PlanetNames), _missionParams.Seed));
_entManager.AddComponent<FTLBeaconComponent>(mapUid);
// Saving the mission mapUid to a CD is made optional, in case one is somehow made in a process without a CD entity
if (CoordinatesDisk.HasValue)
{
var cd = _entManager.EnsureComponent<ShuttleDestinationCoordinatesComponent>(CoordinatesDisk.Value);
cd.Destination = mapUid;
_entManager.Dirty(CoordinatesDisk.Value, cd);
}
// Setup mission configs
// As we go through the config the rating will deplete so we'll go for most important to least important.
var difficultyId = "Moderate";
var difficultyProto = _prototypeManager.Index<SalvageDifficultyPrototype>(difficultyId);
var mission = _entManager.System<SharedSalvageSystem>()
.GetMission(difficultyProto, _missionParams.Seed);
var missionBiome = _prototypeManager.Index<SalvageBiomeModPrototype>(mission.Biome);
if (missionBiome.BiomePrototype != null)
{
var biome = _entManager.AddComponent<BiomeComponent>(mapUid);
var biomeSystem = _entManager.System<BiomeSystem>();
biomeSystem.SetTemplate(mapUid, biome, _prototypeManager.Index<BiomeTemplatePrototype>(missionBiome.BiomePrototype));
biomeSystem.SetSeed(mapUid, biome, mission.Seed);
_entManager.Dirty(mapUid, biome);
// Gravity
var gravity = _entManager.EnsureComponent<GravityComponent>(mapUid);
gravity.Enabled = true;
_entManager.Dirty(mapUid, gravity, metadata);
// Atmos
var air = _prototypeManager.Index<SalvageAirMod>(mission.Air);
// copy into a new array since the yml deserialization discards the fixed length
var moles = new float[Atmospherics.AdjustedNumberOfGases];
air.Gases.CopyTo(moles, 0);
var atmos = _entManager.EnsureComponent<MapAtmosphereComponent>(mapUid);
_entManager.System<AtmosphereSystem>().SetMapSpace(mapUid, air.Space, atmos);
_entManager.System<AtmosphereSystem>().SetMapGasMixture(mapUid, new GasMixture(moles, mission.Temperature), atmos);
if (mission.Color != null)
{
var lighting = _entManager.EnsureComponent<MapLightComponent>(mapUid);
lighting.AmbientLightColor = mission.Color.Value;
_entManager.Dirty(mapUid, lighting);
}
}
_map.InitializeMap(mapId);
_map.SetPaused(mapUid, true);
// Setup expedition
var expedition = _entManager.AddComponent<SalvageExpeditionComponent>(mapUid);
expedition.Station = Station;
expedition.EndTime = _timing.CurTime + mission.Duration;
expedition.MissionParams = _missionParams;
var landingPadRadius = 24;
var minDungeonOffset = landingPadRadius + 4;
// We'll use the dungeon rotation as the spawn angle
var dungeonRotation = _dungeon.GetDungeonRotation(_missionParams.Seed);
var maxDungeonOffset = minDungeonOffset + 12;
var dungeonOffsetDistance = minDungeonOffset + (maxDungeonOffset - minDungeonOffset) * random.NextFloat();
var dungeonOffset = new Vector2(0f, dungeonOffsetDistance);
dungeonOffset = dungeonRotation.RotateVec(dungeonOffset);
var dungeonMod = _prototypeManager.Index<SalvageDungeonModPrototype>(mission.Dungeon);
var dungeonConfig = _prototypeManager.Index(dungeonMod.Proto);
var dungeons = await WaitAsyncTask(_dungeon.GenerateDungeonAsync(dungeonConfig, mapUid, grid, (Vector2i)dungeonOffset,
_missionParams.Seed));
var dungeon = dungeons.First();
// Aborty
if (dungeon.Rooms.Count == 0)
{
return false;
}
expedition.DungeonLocation = dungeonOffset;
List<Vector2i> reservedTiles = new();
foreach (var tile in _map.GetTilesIntersecting(mapUid, grid, new Circle(Vector2.Zero, landingPadRadius), false))
{
if (!_biome.TryGetBiomeTile(mapUid, grid, tile.GridIndices, out _))
continue;
reservedTiles.Add(tile.GridIndices);
}
var budgetEntries = new List<IBudgetEntry>();
/*
* GUARANTEED LOOT
*/
// We'll always add this loot if possible
// mainly used for ore layers.
foreach (var lootProto in _prototypeManager.EnumeratePrototypes<SalvageLootPrototype>())
{
if (!lootProto.Guaranteed)
continue;
try
{
await SpawnDungeonLoot(lootProto, mapUid);
}
catch (Exception e)
{
_sawmill.Error($"Failed to spawn guaranteed loot {lootProto.ID}: {e}");
}
}
// Handle boss loot (when relevant).
// Handle mob loot.
// Handle remaining loot
/*
* MOB SPAWNS
*/
var mobBudget = difficultyProto.MobBudget;
var faction = _prototypeManager.Index<SalvageFactionPrototype>(mission.Faction);
var randomSystem = _entManager.System<RandomSystem>();
foreach (var entry in faction.MobGroups)
{
budgetEntries.Add(entry);
}
var probSum = budgetEntries.Sum(x => x.Prob);
while (mobBudget > 0f)
{
var entry = randomSystem.GetBudgetEntry(ref mobBudget, ref probSum, budgetEntries, random);
if (entry == null)
break;
try
{
await SpawnRandomEntry((mapUid, grid), entry, dungeon, random);
}
catch (Exception e)
{
_sawmill.Error($"Failed to spawn mobs for {entry.Proto}: {e}");
}
}
var allLoot = _prototypeManager.Index(SharedSalvageSystem.ExpeditionsLootProto);
var lootBudget = difficultyProto.LootBudget;
foreach (var rule in allLoot.LootRules)
{
switch (rule)
{
case RandomSpawnsLoot randomLoot:
budgetEntries.Clear();
foreach (var entry in randomLoot.Entries)
{
budgetEntries.Add(entry);
}
probSum = budgetEntries.Sum(x => x.Prob);
while (lootBudget > 0f)
{
var entry = randomSystem.GetBudgetEntry(ref lootBudget, ref probSum, budgetEntries, random);
if (entry == null)
break;
_sawmill.Debug($"Spawning dungeon loot {entry.Proto}");
await SpawnRandomEntry((mapUid, grid), entry, dungeon, random);
}
break;
default:
throw new NotImplementedException();
}
}
return true;
}
private async Task SpawnRandomEntry(Entity<MapGridComponent> grid, IBudgetEntry entry, Dungeon dungeon, Random random)
{
await SuspendIfOutOfTime();
var availableRooms = new ValueList<DungeonRoom>(dungeon.Rooms);
var availableTiles = new List<Vector2i>();
while (availableRooms.Count > 0)
{
availableTiles.Clear();
var roomIndex = random.Next(availableRooms.Count);
var room = availableRooms.RemoveSwap(roomIndex);
availableTiles.AddRange(room.Tiles);
while (availableTiles.Count > 0)
{
var tile = availableTiles.RemoveSwap(random.Next(availableTiles.Count));
if (!_anchorable.TileFree(grid, tile, (int)CollisionGroup.MachineLayer,
(int)CollisionGroup.MachineLayer))
{
continue;
}
var uid = _entManager.SpawnAtPosition(entry.Proto, _map.GridTileToLocal(grid, grid, tile));
_entManager.RemoveComponent<GhostRoleComponent>(uid);
_entManager.RemoveComponent<GhostTakeoverAvailableComponent>(uid);
return;
}
}
// oh noooooooooooo
}
private async Task SpawnDungeonLoot(SalvageLootPrototype loot, EntityUid gridUid)
{
for (var i = 0; i < loot.LootRules.Count; i++)
{
var rule = loot.LootRules[i];
switch (rule)
{
case BiomeMarkerLoot biomeLoot:
{
if (_entManager.TryGetComponent<BiomeComponent>(gridUid, out var biome))
{
_biome.AddMarkerLayer(gridUid, biome, biomeLoot.Prototype);
}
}
break;
case BiomeTemplateLoot biomeLoot:
{
if (_entManager.TryGetComponent<BiomeComponent>(gridUid, out var biome))
{
_biome.AddTemplate(gridUid, biome, "Loot", _prototypeManager.Index<BiomeTemplatePrototype>(biomeLoot.Prototype), i);
}
}
break;
}
}
}
}