Files
tbd-station-14/Content.Server/Salvage/SalvageSystem.cs
2023-03-10 16:41:22 +11:00

462 lines
21 KiB
C#

using Content.Server.GameTicking;
using Content.Server.Radio.Components;
using Content.Server.Radio.EntitySystems;
using Content.Shared.CCVar;
using Content.Shared.Examine;
using Content.Shared.Interaction;
using Content.Shared.Popups;
using Content.Shared.Radio;
using Content.Shared.Salvage;
using Robust.Server.GameObjects;
using Robust.Server.Maps;
using Robust.Shared.Configuration;
using Robust.Shared.Map;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Utility;
using System.Linq;
using Content.Server.Cargo.Systems;
using Content.Server.NPC.Pathfinding;
using Content.Server.Parallax;
using Content.Server.Procedural;
using Content.Server.Station.Systems;
using Robust.Shared.Timing;
namespace Content.Server.Salvage
{
public sealed partial class SalvageSystem : SharedSalvageSystem
{
[Dependency] private readonly IConfigurationManager _configurationManager = default!;
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly BiomeSystem _biome = default!;
[Dependency] private readonly CargoSystem _cargo = default!;
[Dependency] private readonly DungeonSystem _dungeon = default!;
[Dependency] private readonly MapLoaderSystem _map = default!;
[Dependency] private readonly PathfindingSystem _pathfinding = default!;
[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
[Dependency] private readonly RadioSystem _radioSystem = default!;
[Dependency] private readonly SharedAppearanceSystem _appearanceSystem = default!;
[Dependency] private readonly StationSystem _station = default!;
[Dependency] private readonly UserInterfaceSystem _ui = default!;
private static readonly int SalvageLocationPlaceAttempts = 16;
// TODO: This is probably not compatible with multi-station
private readonly Dictionary<EntityUid, SalvageGridState> _salvageGridStates = new();
private ISawmill _sawmill = default!;
public override void Initialize()
{
base.Initialize();
_sawmill = Logger.GetSawmill("salvage");
SubscribeLocalEvent<SalvageMagnetComponent, InteractHandEvent>(OnInteractHand);
SubscribeLocalEvent<SalvageMagnetComponent, ExaminedEvent>(OnExamined);
SubscribeLocalEvent<SalvageMagnetComponent, ComponentShutdown>(OnMagnetRemoval);
SubscribeLocalEvent<GridRemovalEvent>(OnGridRemoval);
// Can't use RoundRestartCleanupEvent, I need to clean up before the grid, and components are gone to prevent the announcements
SubscribeLocalEvent<GameRunLevelChangedEvent>(OnRoundEnd);
}
private void OnRoundEnd(GameRunLevelChangedEvent ev)
{
if(ev.New != GameRunLevel.InRound)
{
_salvageGridStates.Clear();
}
}
private void UpdateAppearance(EntityUid uid, SalvageMagnetComponent? component = null)
{
if (!Resolve(uid, ref component, false))
return;
_appearanceSystem.SetData(uid, SalvageMagnetVisuals.ReadyBlinking, component.MagnetState.StateType == MagnetStateType.Attaching);
_appearanceSystem.SetData(uid, SalvageMagnetVisuals.Ready, component.MagnetState.StateType == MagnetStateType.Holding);
_appearanceSystem.SetData(uid, SalvageMagnetVisuals.Unready, component.MagnetState.StateType == MagnetStateType.CoolingDown);
_appearanceSystem.SetData(uid, SalvageMagnetVisuals.UnreadyBlinking, component.MagnetState.StateType == MagnetStateType.Detaching);
}
private void UpdateChargeStateAppearance(EntityUid uid, TimeSpan currentTime, SalvageMagnetComponent? component = null)
{
if (!Resolve(uid, ref component, false))
return;
int timeLeft = Convert.ToInt32(component.MagnetState.Until.TotalSeconds - currentTime.TotalSeconds);
if (component.MagnetState.StateType == MagnetStateType.Inactive)
component.ChargeRemaining = 5;
else if (component.MagnetState.StateType == MagnetStateType.Holding)
{
component.ChargeRemaining = (timeLeft / (Convert.ToInt32(component.HoldTime.TotalSeconds) / component.ChargeCapacity)) + 1;
}
else if (component.MagnetState.StateType == MagnetStateType.Detaching)
component.ChargeRemaining = 0;
else if (component.MagnetState.StateType == MagnetStateType.CoolingDown)
{
component.ChargeRemaining = component.ChargeCapacity - (timeLeft / (Convert.ToInt32(component.CooldownTime.TotalSeconds) / component.ChargeCapacity)) - 1;
}
if (component.PreviousCharge != component.ChargeRemaining)
{
_appearanceSystem.SetData(uid, SalvageMagnetVisuals.ChargeState, component.ChargeRemaining);
component.PreviousCharge = component.ChargeRemaining;
}
}
private void OnGridRemoval(GridRemovalEvent ev)
{
// If we ever want to give magnets names, and announce them individually, we would need to loop this, before removing it.
if (_salvageGridStates.Remove(ev.EntityUid))
{
if (EntityManager.TryGetComponent<SalvageGridComponent>(ev.EntityUid, out var salvComp) && salvComp.SpawnerMagnet != null)
Report(salvComp.SpawnerMagnet.Owner, salvComp.SpawnerMagnet.SalvageChannel, "salvage-system-announcement-spawn-magnet-lost");
// For the very unlikely possibility that the salvage magnet was on a salvage, we will not return here
}
foreach(var gridState in _salvageGridStates)
{
foreach(var magnet in gridState.Value.ActiveMagnets)
{
if (magnet.AttachedEntity == ev.EntityUid)
{
magnet.AttachedEntity = null;
magnet.MagnetState = MagnetState.Inactive;
return;
}
}
}
}
private void OnMagnetRemoval(EntityUid uid, SalvageMagnetComponent component, ComponentShutdown args)
{
if (component.MagnetState.StateType == MagnetStateType.Inactive) return;
var magnetTranform = EntityManager.GetComponent<TransformComponent>(component.Owner);
if (!(magnetTranform.GridUid is EntityUid gridId) || !_salvageGridStates.TryGetValue(gridId, out var salvageGridState))
{
return;
}
salvageGridState.ActiveMagnets.Remove(component);
Report(uid, component.SalvageChannel, "salvage-system-announcement-spawn-magnet-lost");
if (component.AttachedEntity.HasValue)
{
SafeDeleteSalvage(component.AttachedEntity.Value);
component.AttachedEntity = null;
Report(uid, component.SalvageChannel, "salvage-system-announcement-lost");
}
else if (component.MagnetState is { StateType: MagnetStateType.Attaching })
{
Report(uid, component.SalvageChannel, "salvage-system-announcement-spawn-no-debris-available");
}
component.MagnetState = MagnetState.Inactive;
}
private void OnExamined(EntityUid uid, SalvageMagnetComponent component, ExaminedEvent args)
{
var gotGrid = false;
var remainingTime = TimeSpan.Zero;
if (!args.IsInDetailsRange)
return;
if (Transform(uid).GridUid is EntityUid gridId &&
_salvageGridStates.TryGetValue(gridId, out var salvageGridState))
{
remainingTime = component.MagnetState.Until - salvageGridState.CurrentTime;
gotGrid = true;
}
else
{
Logger.WarningS("salvage", "Failed to load salvage grid state, can't display remaining time");
}
switch (component.MagnetState.StateType)
{
case MagnetStateType.Inactive:
args.PushMarkup(Loc.GetString("salvage-system-magnet-examined-inactive"));
break;
case MagnetStateType.Attaching:
args.PushMarkup(Loc.GetString("salvage-system-magnet-examined-pulling-in"));
break;
case MagnetStateType.Detaching:
args.PushMarkup(Loc.GetString("salvage-system-magnet-examined-releasing"));
break;
case MagnetStateType.CoolingDown:
if (gotGrid)
args.PushMarkup(Loc.GetString("salvage-system-magnet-examined-cooling-down", ("timeLeft", Math.Ceiling(remainingTime.TotalSeconds))));
break;
case MagnetStateType.Holding:
if (gotGrid)
args.PushMarkup(Loc.GetString("salvage-system-magnet-examined-active", ("timeLeft", Math.Ceiling(remainingTime.TotalSeconds))));
break;
default:
throw new NotImplementedException("Unexpected magnet state type");
}
}
private void OnInteractHand(EntityUid uid, SalvageMagnetComponent component, InteractHandEvent args)
{
if (args.Handled)
return;
args.Handled = true;
StartMagnet(component, args.User);
UpdateAppearance(uid, component);
}
private void StartMagnet(SalvageMagnetComponent component, EntityUid user)
{
switch (component.MagnetState.StateType)
{
case MagnetStateType.Inactive:
ShowPopup("salvage-system-report-activate-success", component, user);
SalvageGridState? gridState;
var magnetTransform = EntityManager.GetComponent<TransformComponent>(component.Owner);
EntityUid gridId = magnetTransform.GridUid ?? throw new InvalidOperationException("Magnet had no grid associated");
if (!_salvageGridStates.TryGetValue(gridId, out gridState))
{
gridState = new SalvageGridState();
_salvageGridStates[gridId] = gridState;
}
gridState.ActiveMagnets.Add(component);
component.MagnetState = new MagnetState(MagnetStateType.Attaching, gridState.CurrentTime + component.AttachingTime);
RaiseLocalEvent(new SalvageMagnetActivatedEvent(component.Owner));
Report(component.Owner, component.SalvageChannel, "salvage-system-report-activate-success");
break;
case MagnetStateType.Attaching:
case MagnetStateType.Holding:
ShowPopup("salvage-system-report-already-active", component, user);
break;
case MagnetStateType.Detaching:
case MagnetStateType.CoolingDown:
ShowPopup("salvage-system-report-cooling-down", component, user);
break;
default:
throw new NotImplementedException("Unexpected magnet state type");
}
}
private void ShowPopup(string messageKey, SalvageMagnetComponent component, EntityUid user)
{
_popupSystem.PopupEntity(Loc.GetString(messageKey), component.Owner, user);
}
private void SafeDeleteSalvage(EntityUid salvage)
{
if(!EntityManager.TryGetComponent<TransformComponent>(salvage, out var salvageTransform))
{
Logger.ErrorS("salvage", "Salvage entity was missing transform component");
return;
}
if (salvageTransform.GridUid == null)
{
Logger.ErrorS("salvage", "Salvage entity has no associated grid?");
return;
}
foreach (var player in Filter.Empty().AddInGrid(salvageTransform.GridUid.Value, EntityManager).Recipients)
{
if (player.AttachedEntity.HasValue)
{
var playerEntityUid = player.AttachedEntity.Value;
if (HasComp<SalvageMobRestrictionsComponent>(playerEntityUid))
{
// Salvage mobs are NEVER immune (even if they're from a different salvage, they shouldn't be here)
continue;
}
Transform(playerEntityUid).AttachParent(salvageTransform.ParentUid);
}
}
// Deletion has to happen before grid traversal re-parents players.
EntityManager.DeleteEntity(salvage);
}
private void TryGetSalvagePlacementLocation(SalvageMagnetComponent component, out MapCoordinates coords, out Angle angle)
{
coords = MapCoordinates.Nullspace;
angle = Angle.Zero;
var tsc = Transform(component.Owner);
coords = new EntityCoordinates(component.Owner, component.Offset).ToMap(EntityManager);
if (_mapManager.TryGetGrid(tsc.GridUid, out var magnetGrid) && TryComp<TransformComponent>(magnetGrid.Owner, out var gridXform))
{
angle = gridXform.WorldRotation;
}
}
private IEnumerable<SalvageMapPrototype> GetAllSalvageMaps() =>
_prototypeManager.EnumeratePrototypes<SalvageMapPrototype>();
private bool SpawnSalvage(SalvageMagnetComponent component)
{
TryGetSalvagePlacementLocation(component, out var spl, out var spAngle);
var forcedSalvage = _configurationManager.GetCVar(CCVars.SalvageForced);
List<SalvageMapPrototype> allSalvageMaps;
if (string.IsNullOrWhiteSpace(forcedSalvage))
{
allSalvageMaps = GetAllSalvageMaps().ToList();
}
else
{
allSalvageMaps = new();
if (_prototypeManager.TryIndex<SalvageMapPrototype>(forcedSalvage, out var forcedMap))
{
allSalvageMaps.Add(forcedMap);
}
else
{
Logger.ErrorS("c.s.salvage", $"Unable to get forced salvage map prototype {forcedSalvage}");
}
}
SalvageMapPrototype? map = null;
Vector2 spawnLocation = Vector2.Zero;
for (var i = 0; i < allSalvageMaps.Count; i++)
{
SalvageMapPrototype attemptedMap = _random.PickAndTake(allSalvageMaps);
for (var attempt = 0; attempt < SalvageLocationPlaceAttempts; attempt++)
{
var randomRadius = _random.NextFloat(component.OffsetRadiusMin, component.OffsetRadiusMax);
var randomOffset = _random.NextAngle().ToWorldVec() * randomRadius;
spawnLocation = spl.Position + randomOffset;
var box2 = Box2.CenteredAround(spawnLocation + attemptedMap.Bounds.Center, attemptedMap.Bounds.Size);
var box2rot = new Box2Rotated(box2, spAngle, spawnLocation);
// This doesn't stop it from spawning on top of random things in space
// Might be better like this, ghosts could stop it before
if (!_mapManager.FindGridsIntersecting(spl.MapId, box2rot).Any())
{
map = attemptedMap;
break;
}
}
if (map != null)
{
break;
}
}
if (map == null)
{
Report(component.Owner, component.SalvageChannel, "salvage-system-announcement-spawn-no-debris-available");
return false;
}
var opts = new MapLoadOptions
{
Offset = spawnLocation
};
var salvageEntityId = _map.LoadGrid(spl.MapId, map.MapPath.ToString(), opts);
if (salvageEntityId == null)
{
Report(component.Owner, component.SalvageChannel, "salvage-system-announcement-spawn-debris-disintegrated");
return false;
}
component.AttachedEntity = salvageEntityId;
var gridcomp = EntityManager.EnsureComponent<SalvageGridComponent>(salvageEntityId.Value);
gridcomp.SpawnerMagnet = component;
var pulledTransform = EntityManager.GetComponent<TransformComponent>(salvageEntityId.Value);
pulledTransform.WorldRotation = spAngle;
Report(component.Owner, component.SalvageChannel, "salvage-system-announcement-arrived", ("timeLeft", component.HoldTime.TotalSeconds));
return true;
}
private void Report(EntityUid source, string channelName, string messageKey, params (string, object)[] args)
{
if (!TryComp<IntrinsicRadioReceiverComponent>(source, out var radio)) return;
var message = args.Length == 0 ? Loc.GetString(messageKey) : Loc.GetString(messageKey, args);
var channel = _prototypeManager.Index<RadioChannelPrototype>(channelName);
_radioSystem.SendRadioMessage(source, message, channel);
}
private void Transition(SalvageMagnetComponent magnet, TimeSpan currentTime)
{
switch (magnet.MagnetState.StateType)
{
case MagnetStateType.Attaching:
if (SpawnSalvage(magnet))
{
magnet.MagnetState = new MagnetState(MagnetStateType.Holding, currentTime + magnet.HoldTime);
}
else
{
magnet.MagnetState = new MagnetState(MagnetStateType.CoolingDown, currentTime + magnet.CooldownTime);
}
break;
case MagnetStateType.Holding:
Report(magnet.Owner, magnet.SalvageChannel, "salvage-system-announcement-losing", ("timeLeft", magnet.DetachingTime.TotalSeconds));
magnet.MagnetState = new MagnetState(MagnetStateType.Detaching, currentTime + magnet.DetachingTime);
break;
case MagnetStateType.Detaching:
if (magnet.AttachedEntity.HasValue)
{
SafeDeleteSalvage(magnet.AttachedEntity.Value);
}
else
{
Logger.ErrorS("salvage", "Salvage detaching was expecting attached entity but it was null");
}
Report(magnet.Owner, magnet.SalvageChannel, "salvage-system-announcement-lost");
magnet.MagnetState = new MagnetState(MagnetStateType.CoolingDown, currentTime + magnet.CooldownTime);
break;
case MagnetStateType.CoolingDown:
magnet.MagnetState = MagnetState.Inactive;
break;
}
UpdateAppearance(magnet.Owner, magnet);
UpdateChargeStateAppearance(magnet.Owner, currentTime, magnet);
}
public override void Update(float frameTime)
{
var secondsPassed = TimeSpan.FromSeconds(frameTime);
// Keep track of time, and state per grid
foreach (var gridIdAndState in _salvageGridStates)
{
var state = gridIdAndState.Value;
if (state.ActiveMagnets.Count == 0) continue;
var gridId = gridIdAndState.Key;
// Not handling the case where the salvage we spawned got paused
// They both need to be paused, or it doesn't make sense
if (MetaData(gridId).EntityPaused) continue;
state.CurrentTime += secondsPassed;
var deleteQueue = new RemQueue<SalvageMagnetComponent>();
foreach(var magnet in state.ActiveMagnets)
{
UpdateChargeStateAppearance(magnet.Owner, state.CurrentTime, magnet);
if (magnet.MagnetState.Until > state.CurrentTime) continue;
Transition(magnet, state.CurrentTime);
if (magnet.MagnetState.StateType == MagnetStateType.Inactive)
{
deleteQueue.Add(magnet);
}
}
foreach(var magnet in deleteQueue)
{
state.ActiveMagnets.Remove(magnet);
}
}
}
}
public sealed class SalvageGridState
{
public TimeSpan CurrentTime { get; set; }
public List<SalvageMagnetComponent> ActiveMagnets { get; } = new();
}
}