* Revert "Fix world generation (#38713)" This reverts commit10fa6ff4af. * Revert "Biome rework (#37735)" This reverts commitfe7b96147c.
355 lines
13 KiB
C#
355 lines
13 KiB
C#
using System.Collections;
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using System.Linq;
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using System.Numerics;
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using System.Threading;
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using System.Threading.Tasks;
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using Content.Server.Atmos;
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using Content.Server.Atmos.Components;
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using Content.Server.Atmos.EntitySystems;
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using Robust.Shared.CPUJob.JobQueues;
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using Content.Server.Ghost.Roles.Components;
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using Content.Server.Parallax;
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using Content.Server.Procedural;
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using Content.Server.Salvage.Expeditions;
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using Content.Server.Salvage.Expeditions.Structure;
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using Content.Shared.Atmos;
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using Content.Shared.Construction.EntitySystems;
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using Content.Shared.Dataset;
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using Content.Shared.Gravity;
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using Content.Shared.Parallax.Biomes;
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using Content.Shared.Physics;
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using Content.Shared.Procedural;
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using Content.Shared.Procedural.Loot;
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using Content.Shared.Random;
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using Content.Shared.Salvage;
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using Content.Shared.Salvage.Expeditions;
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using Content.Shared.Salvage.Expeditions.Modifiers;
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using Content.Shared.Shuttles.Components;
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using Content.Shared.Storage;
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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.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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using Content.Server.Shuttles.Components;
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namespace Content.Server.Salvage;
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public sealed class SpawnSalvageMissionJob : Job<bool>
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{
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private readonly IEntityManager _entManager;
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private readonly IGameTiming _timing;
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private readonly IPrototypeManager _prototypeManager;
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private readonly AnchorableSystem _anchorable;
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private readonly BiomeSystem _biome;
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private readonly DungeonSystem _dungeon;
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private readonly MetaDataSystem _metaData;
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private readonly SharedMapSystem _map;
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public readonly EntityUid Station;
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public readonly EntityUid? CoordinatesDisk;
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private readonly SalvageMissionParams _missionParams;
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private readonly ISawmill _sawmill;
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public SpawnSalvageMissionJob(
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double maxTime,
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IEntityManager entManager,
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IGameTiming timing,
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ILogManager logManager,
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IPrototypeManager protoManager,
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AnchorableSystem anchorable,
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BiomeSystem biome,
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DungeonSystem dungeon,
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MetaDataSystem metaData,
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SharedMapSystem map,
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EntityUid station,
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EntityUid? coordinatesDisk,
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SalvageMissionParams missionParams,
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CancellationToken cancellation = default) : base(maxTime, cancellation)
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{
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_entManager = entManager;
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_timing = timing;
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_prototypeManager = protoManager;
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_anchorable = anchorable;
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_biome = biome;
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_dungeon = dungeon;
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_metaData = metaData;
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_map = map;
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Station = station;
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CoordinatesDisk = coordinatesDisk;
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_missionParams = missionParams;
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_sawmill = logManager.GetSawmill("salvage_job");
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#if !DEBUG
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_sawmill.Level = LogLevel.Info;
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#endif
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}
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protected override async Task<bool> Process()
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{
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_sawmill.Debug("salvage", $"Spawning salvage mission with seed {_missionParams.Seed}");
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var mapUid = _map.CreateMap(out var mapId, runMapInit: false);
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MetaDataComponent? metadata = null;
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var grid = _entManager.EnsureComponent<MapGridComponent>(mapUid);
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var random = new Random(_missionParams.Seed);
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var destComp = _entManager.AddComponent<FTLDestinationComponent>(mapUid);
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destComp.BeaconsOnly = true;
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destComp.RequireCoordinateDisk = true;
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destComp.Enabled = true;
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_metaData.SetEntityName(
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mapUid,
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_entManager.System<SharedSalvageSystem>().GetFTLName(_prototypeManager.Index<LocalizedDatasetPrototype>("NamesBorer"), _missionParams.Seed));
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_entManager.AddComponent<FTLBeaconComponent>(mapUid);
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// Saving the mission mapUid to a CD is made optional, in case one is somehow made in a process without a CD entity
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if (CoordinatesDisk.HasValue)
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{
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var cd = _entManager.EnsureComponent<ShuttleDestinationCoordinatesComponent>(CoordinatesDisk.Value);
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cd.Destination = mapUid;
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_entManager.Dirty(CoordinatesDisk.Value, cd);
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}
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// Setup mission configs
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// As we go through the config the rating will deplete so we'll go for most important to least important.
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var difficultyId = "Moderate";
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var difficultyProto = _prototypeManager.Index<SalvageDifficultyPrototype>(difficultyId);
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var mission = _entManager.System<SharedSalvageSystem>()
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.GetMission(difficultyProto, _missionParams.Seed);
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var missionBiome = _prototypeManager.Index<SalvageBiomeModPrototype>(mission.Biome);
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if (missionBiome.BiomePrototype != null)
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{
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var biome = _entManager.AddComponent<BiomeComponent>(mapUid);
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var biomeSystem = _entManager.System<BiomeSystem>();
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biomeSystem.SetTemplate(mapUid, biome, _prototypeManager.Index<BiomeTemplatePrototype>(missionBiome.BiomePrototype));
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biomeSystem.SetSeed(mapUid, biome, mission.Seed);
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_entManager.Dirty(mapUid, biome);
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// Gravity
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var gravity = _entManager.EnsureComponent<GravityComponent>(mapUid);
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gravity.Enabled = true;
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_entManager.Dirty(mapUid, gravity, metadata);
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// Atmos
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var air = _prototypeManager.Index<SalvageAirMod>(mission.Air);
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// copy into a new array since the yml deserialization discards the fixed length
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var moles = new float[Atmospherics.AdjustedNumberOfGases];
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air.Gases.CopyTo(moles, 0);
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var atmos = _entManager.EnsureComponent<MapAtmosphereComponent>(mapUid);
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_entManager.System<AtmosphereSystem>().SetMapSpace(mapUid, air.Space, atmos);
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_entManager.System<AtmosphereSystem>().SetMapGasMixture(mapUid, new GasMixture(moles, mission.Temperature), atmos);
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if (mission.Color != null)
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{
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var lighting = _entManager.EnsureComponent<MapLightComponent>(mapUid);
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lighting.AmbientLightColor = mission.Color.Value;
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_entManager.Dirty(mapUid, lighting);
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}
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}
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_map.InitializeMap(mapId);
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_map.SetPaused(mapUid, true);
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// Setup expedition
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var expedition = _entManager.AddComponent<SalvageExpeditionComponent>(mapUid);
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expedition.Station = Station;
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expedition.EndTime = _timing.CurTime + mission.Duration;
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expedition.MissionParams = _missionParams;
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var landingPadRadius = 24;
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var minDungeonOffset = landingPadRadius + 4;
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// We'll use the dungeon rotation as the spawn angle
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var dungeonRotation = _dungeon.GetDungeonRotation(_missionParams.Seed);
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var maxDungeonOffset = minDungeonOffset + 12;
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var dungeonOffsetDistance = minDungeonOffset + (maxDungeonOffset - minDungeonOffset) * random.NextFloat();
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var dungeonOffset = new Vector2(0f, dungeonOffsetDistance);
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dungeonOffset = dungeonRotation.RotateVec(dungeonOffset);
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var dungeonMod = _prototypeManager.Index<SalvageDungeonModPrototype>(mission.Dungeon);
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var dungeonConfig = _prototypeManager.Index(dungeonMod.Proto);
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var dungeons = await WaitAsyncTask(_dungeon.GenerateDungeonAsync(dungeonConfig, mapUid, grid, (Vector2i)dungeonOffset,
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_missionParams.Seed));
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var dungeon = dungeons.First();
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// Aborty
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if (dungeon.Rooms.Count == 0)
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{
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return false;
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}
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expedition.DungeonLocation = dungeonOffset;
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List<Vector2i> reservedTiles = new();
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foreach (var tile in _map.GetTilesIntersecting(mapUid, grid, new Circle(Vector2.Zero, landingPadRadius), false))
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{
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if (!_biome.TryGetBiomeTile(mapUid, grid, tile.GridIndices, out _))
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continue;
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reservedTiles.Add(tile.GridIndices);
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}
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var budgetEntries = new List<IBudgetEntry>();
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/*
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* GUARANTEED LOOT
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*/
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// We'll always add this loot if possible
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// mainly used for ore layers.
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foreach (var lootProto in _prototypeManager.EnumeratePrototypes<SalvageLootPrototype>())
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{
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if (!lootProto.Guaranteed)
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continue;
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try
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{
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await SpawnDungeonLoot(lootProto, mapUid);
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}
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catch (Exception e)
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{
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_sawmill.Error($"Failed to spawn guaranteed loot {lootProto.ID}: {e}");
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}
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}
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// Handle boss loot (when relevant).
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// Handle mob loot.
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// Handle remaining loot
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/*
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* MOB SPAWNS
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*/
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var mobBudget = difficultyProto.MobBudget;
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var faction = _prototypeManager.Index<SalvageFactionPrototype>(mission.Faction);
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var randomSystem = _entManager.System<RandomSystem>();
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foreach (var entry in faction.MobGroups)
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{
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budgetEntries.Add(entry);
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}
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var probSum = budgetEntries.Sum(x => x.Prob);
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while (mobBudget > 0f)
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{
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var entry = randomSystem.GetBudgetEntry(ref mobBudget, ref probSum, budgetEntries, random);
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if (entry == null)
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break;
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try
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{
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await SpawnRandomEntry((mapUid, grid), entry, dungeon, random);
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}
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catch (Exception e)
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{
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_sawmill.Error($"Failed to spawn mobs for {entry.Proto}: {e}");
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}
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}
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var allLoot = _prototypeManager.Index<SalvageLootPrototype>(SharedSalvageSystem.ExpeditionsLootProto);
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var lootBudget = difficultyProto.LootBudget;
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foreach (var rule in allLoot.LootRules)
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{
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switch (rule)
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{
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case RandomSpawnsLoot randomLoot:
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budgetEntries.Clear();
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foreach (var entry in randomLoot.Entries)
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{
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budgetEntries.Add(entry);
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}
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probSum = budgetEntries.Sum(x => x.Prob);
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while (lootBudget > 0f)
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{
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var entry = randomSystem.GetBudgetEntry(ref lootBudget, ref probSum, budgetEntries, random);
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if (entry == null)
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break;
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_sawmill.Debug($"Spawning dungeon loot {entry.Proto}");
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await SpawnRandomEntry((mapUid, grid), entry, dungeon, random);
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}
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break;
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default:
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throw new NotImplementedException();
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}
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}
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return true;
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}
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private async Task SpawnRandomEntry(Entity<MapGridComponent> grid, IBudgetEntry entry, Dungeon dungeon, Random random)
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{
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await SuspendIfOutOfTime();
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var availableRooms = new ValueList<DungeonRoom>(dungeon.Rooms);
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var availableTiles = new List<Vector2i>();
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while (availableRooms.Count > 0)
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{
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availableTiles.Clear();
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var roomIndex = random.Next(availableRooms.Count);
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var room = availableRooms.RemoveSwap(roomIndex);
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availableTiles.AddRange(room.Tiles);
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while (availableTiles.Count > 0)
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{
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var tile = availableTiles.RemoveSwap(random.Next(availableTiles.Count));
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if (!_anchorable.TileFree(grid, tile, (int)CollisionGroup.MachineLayer,
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(int)CollisionGroup.MachineLayer))
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{
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continue;
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}
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var uid = _entManager.SpawnAtPosition(entry.Proto, _map.GridTileToLocal(grid, grid, tile));
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_entManager.RemoveComponent<GhostRoleComponent>(uid);
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_entManager.RemoveComponent<GhostTakeoverAvailableComponent>(uid);
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return;
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}
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}
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// oh noooooooooooo
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}
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private async Task SpawnDungeonLoot(SalvageLootPrototype loot, EntityUid gridUid)
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{
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for (var i = 0; i < loot.LootRules.Count; i++)
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{
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var rule = loot.LootRules[i];
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switch (rule)
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{
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case BiomeMarkerLoot biomeLoot:
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{
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if (_entManager.TryGetComponent<BiomeComponent>(gridUid, out var biome))
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{
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_biome.AddMarkerLayer(gridUid, biome, biomeLoot.Prototype);
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}
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}
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break;
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case BiomeTemplateLoot biomeLoot:
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{
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if (_entManager.TryGetComponent<BiomeComponent>(gridUid, out var biome))
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{
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_biome.AddTemplate(gridUid, biome, "Loot", _prototypeManager.Index<BiomeTemplatePrototype>(biomeLoot.Prototype), i);
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}
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}
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break;
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}
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}
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}
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}
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