* Raise `StationPostInitEvent` broadcast * Basic variation pass handling * standardize names + rule entities * why does it work like that? * add to defaults * light break variation pass * ent spawn entry * move some stationevent utility functions to gamerule + add one for finding random tile on specified station * forgot how statistics works * powered light variation pass is good now * station tile count function * public method to ensure all solutions (for procedural use before mapinit) * move gamerulesystem utility funcs to partial * ensure all solutions before spilling in puddlesystem. for use when spilling before mapinit * trash & puddle variation passes! * oh yeah * ehh lets live a little * std * utility for game rule check based on comp * entprotoid the trash spawner oops * generalize trash variation * use added instead of started for secret rule * random cleanup * generic replacement variation system * Wall rusting variation rule * account for modifying while enumerating * use localaabb * fix test * minor tweaks * reinforced wall replacer + puddletweaker
159 lines
5.8 KiB
C#
159 lines
5.8 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using Content.Server.Administration.Logs;
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using Content.Server.Atmos.EntitySystems;
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using Content.Server.Chat.Systems;
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using Content.Server.GameTicking.Rules;
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using Content.Server.GameTicking.Rules.Components;
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using Content.Server.Station.Components;
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using Content.Server.Station.Systems;
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using Content.Server.StationEvents.Components;
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using Content.Shared.Database;
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using Robust.Shared.Audio;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Collections;
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using Robust.Shared.Map;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Player;
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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.StationEvents.Events;
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/// <summary>
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/// An abstract entity system inherited by all station events for their behavior.
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/// </summary>
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public abstract partial class StationEventSystem<T> : GameRuleSystem<T> where T : IComponent
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{
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[Dependency] protected readonly IAdminLogManager AdminLogManager = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] protected readonly IMapManager MapManager = default!;
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[Dependency] protected readonly IPrototypeManager PrototypeManager = default!;
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[Dependency] private readonly AtmosphereSystem _atmosphere = default!;
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[Dependency] protected readonly ChatSystem ChatSystem = default!;
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[Dependency] protected readonly SharedAudioSystem Audio = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[Dependency] protected readonly StationSystem StationSystem = default!;
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protected ISawmill Sawmill = default!;
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public override void Initialize()
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{
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base.Initialize();
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Sawmill = Logger.GetSawmill("stationevents");
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}
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/// <inheritdoc/>
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protected override void Added(EntityUid uid, T component, GameRuleComponent gameRule, GameRuleAddedEvent args)
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{
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base.Added(uid, component, gameRule, args);
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if (!TryComp<StationEventComponent>(uid, out var stationEvent))
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return;
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AdminLogManager.Add(LogType.EventAnnounced, $"Event added / announced: {ToPrettyString(uid)}");
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if (stationEvent.StartAnnouncement != null)
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{
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ChatSystem.DispatchGlobalAnnouncement(Loc.GetString(stationEvent.StartAnnouncement), playSound: false, colorOverride: Color.Gold);
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}
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Audio.PlayGlobal(stationEvent.StartAudio, Filter.Broadcast(), true);
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stationEvent.StartTime = _timing.CurTime + stationEvent.StartDelay;
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}
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/// <inheritdoc/>
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protected override void Started(EntityUid uid, T component, GameRuleComponent gameRule, GameRuleStartedEvent args)
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{
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base.Started(uid, component, gameRule, args);
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if (!TryComp<StationEventComponent>(uid, out var stationEvent))
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return;
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AdminLogManager.Add(LogType.EventStarted, LogImpact.High, $"Event started: {ToPrettyString(uid)}");
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if (stationEvent.Duration != null)
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{
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var duration = stationEvent.MaxDuration == null
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? stationEvent.Duration
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: TimeSpan.FromSeconds(RobustRandom.NextDouble(stationEvent.Duration.Value.TotalSeconds,
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stationEvent.MaxDuration.Value.TotalSeconds));
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stationEvent.EndTime = _timing.CurTime + duration;
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}
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}
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/// <inheritdoc/>
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protected override void Ended(EntityUid uid, T component, GameRuleComponent gameRule, GameRuleEndedEvent args)
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{
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base.Ended(uid, component, gameRule, args);
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if (!TryComp<StationEventComponent>(uid, out var stationEvent))
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return;
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AdminLogManager.Add(LogType.EventStopped, $"Event ended: {ToPrettyString(uid)}");
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if (stationEvent.EndAnnouncement != null)
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{
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ChatSystem.DispatchGlobalAnnouncement(Loc.GetString(stationEvent.EndAnnouncement), playSound: false, colorOverride: Color.Gold);
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}
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Audio.PlayGlobal(stationEvent.EndAudio, Filter.Broadcast(), true);
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}
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/// <summary>
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/// Called every tick when this event is running.
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/// Events are responsible for their own lifetime, so this handles starting and ending after time.
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/// </summary>
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/// <inheritdoc/>
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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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var query = EntityQueryEnumerator<StationEventComponent, GameRuleComponent>();
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while (query.MoveNext(out var uid, out var stationEvent, out var ruleData))
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{
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if (!GameTicker.IsGameRuleAdded(uid, ruleData))
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continue;
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if (!GameTicker.IsGameRuleActive(uid, ruleData) && _timing.CurTime >= stationEvent.StartTime)
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{
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GameTicker.StartGameRule(uid, ruleData);
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}
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else if (stationEvent.EndTime != null && _timing.CurTime >= stationEvent.EndTime && GameTicker.IsGameRuleActive(uid, ruleData))
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{
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GameTicker.EndGameRule(uid, ruleData);
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}
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}
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}
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#region Helper Functions
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protected void ForceEndSelf(EntityUid uid, GameRuleComponent? component = null)
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{
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GameTicker.EndGameRule(uid, component);
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}
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public float GetSeverityModifier()
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{
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var ev = new GetSeverityModifierEvent();
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RaiseLocalEvent(ev);
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return ev.Modifier;
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}
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#endregion
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}
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/// <summary>
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/// Raised broadcast to determine what the severity modifier should be for an event, some positive number that can be multiplied with various things.
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/// Handled by usually other game rules (like the ramping scheduler).
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/// Most events should try and make use of this if possible.
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/// </summary>
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public sealed class GetSeverityModifierEvent : EntityEventArgs
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{
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/// <summary>
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/// Should be multiplied/added to rather than set, for commutativity.
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/// </summary>
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public float Modifier = 1.0f;
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}
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