Files
tbd-station-14/Content.Server/GameTicking/Rules/DynamicRuleSystem.cs
2025-08-15 16:06:51 +02:00

196 lines
6.6 KiB
C#

using System.Diagnostics;
using Content.Server.Administration.Logs;
using Content.Server.RoundEnd;
using Content.Shared.Database;
using Content.Shared.EntityTable;
using Content.Shared.EntityTable.Conditions;
using Content.Shared.GameTicking.Components;
using Content.Shared.GameTicking.Rules;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
namespace Content.Server.GameTicking.Rules;
public sealed class DynamicRuleSystem : GameRuleSystem<DynamicRuleComponent>
{
[Dependency] private readonly IAdminLogManager _adminLog = default!;
[Dependency] private readonly EntityTableSystem _entityTable = default!;
[Dependency] private readonly RoundEndSystem _roundEnd = default!;
[Dependency] private readonly IRobustRandom _random = default!;
protected override void Added(EntityUid uid, DynamicRuleComponent component, GameRuleComponent gameRule, GameRuleAddedEvent args)
{
base.Added(uid, component, gameRule, args);
component.Budget = _random.Next(component.StartingBudgetMin, component.StartingBudgetMax);;
component.NextRuleTime = Timing.CurTime + _random.Next(component.MinRuleInterval, component.MaxRuleInterval);
}
protected override void Started(EntityUid uid, DynamicRuleComponent component, GameRuleComponent gameRule, GameRuleStartedEvent args)
{
base.Started(uid, component, gameRule, args);
// Since we don't know how long until this rule is activated, we need to
// set the last budget update to now so it doesn't immediately give the component a bunch of points.
component.LastBudgetUpdate = Timing.CurTime;
Execute((uid, component));
}
protected override void Ended(EntityUid uid, DynamicRuleComponent component, GameRuleComponent gameRule, GameRuleEndedEvent args)
{
base.Ended(uid, component, gameRule, args);
foreach (var rule in component.Rules)
{
GameTicker.EndGameRule(rule);
}
}
protected override void ActiveTick(EntityUid uid, DynamicRuleComponent component, GameRuleComponent gameRule, float frameTime)
{
base.ActiveTick(uid, component, gameRule, frameTime);
if (Timing.CurTime < component.NextRuleTime)
return;
// don't spawn antags during evac
if (_roundEnd.IsRoundEndRequested())
return;
Execute((uid, component));
}
/// <summary>
/// Generates and returns a list of randomly selected,
/// valid rules to spawn based on <see cref="DynamicRuleComponent.Table"/>.
/// </summary>
private IEnumerable<EntProtoId> GetRuleSpawns(Entity<DynamicRuleComponent> entity)
{
UpdateBudget((entity.Owner, entity.Comp));
var ctx = new EntityTableContext(new Dictionary<string, object>
{
{ HasBudgetCondition.BudgetContextKey, entity.Comp.Budget },
});
return _entityTable.GetSpawns(entity.Comp.Table, ctx: ctx);
}
/// <summary>
/// Updates the budget of the provided dynamic rule component based on the amount of time since the last update
/// multiplied by the <see cref="DynamicRuleComponent.BudgetPerSecond"/> value.
/// </summary>
private void UpdateBudget(Entity<DynamicRuleComponent> entity)
{
var duration = (float) (Timing.CurTime - entity.Comp.LastBudgetUpdate).TotalSeconds;
entity.Comp.Budget += duration * entity.Comp.BudgetPerSecond;
entity.Comp.LastBudgetUpdate = Timing.CurTime;
}
/// <summary>
/// Executes this rule, generating new dynamic rules and starting them.
/// </summary>
/// <returns>
/// Returns a list of the rules that were executed.
/// </returns>
private List<EntityUid> Execute(Entity<DynamicRuleComponent> entity)
{
entity.Comp.NextRuleTime =
Timing.CurTime + _random.Next(entity.Comp.MinRuleInterval, entity.Comp.MaxRuleInterval);
var executedRules = new List<EntityUid>();
foreach (var rule in GetRuleSpawns(entity))
{
var res = GameTicker.StartGameRule(rule, out var ruleUid);
Debug.Assert(res);
executedRules.Add(ruleUid);
if (TryComp<DynamicRuleCostComponent>(ruleUid, out var cost))
{
entity.Comp.Budget -= cost.Cost;
_adminLog.Add(LogType.EventRan, LogImpact.High, $"{ToPrettyString(entity)} ran rule {ToPrettyString(ruleUid)} with cost {cost.Cost} on budget {entity.Comp.Budget}.");
}
else
{
_adminLog.Add(LogType.EventRan, LogImpact.High, $"{ToPrettyString(entity)} ran rule {ToPrettyString(ruleUid)} which had no cost.");
}
}
entity.Comp.Rules.AddRange(executedRules);
return executedRules;
}
#region Command Methods
public List<EntityUid> GetDynamicRules()
{
var rules = new List<EntityUid>();
var query = EntityQueryEnumerator<DynamicRuleComponent, GameRuleComponent>();
while (query.MoveNext(out var uid, out _, out var comp))
{
if (!GameTicker.IsGameRuleActive(uid, comp))
continue;
rules.Add(uid);
}
return rules;
}
public float? GetRuleBudget(Entity<DynamicRuleComponent?> entity)
{
if (!Resolve(entity, ref entity.Comp))
return null;
UpdateBudget((entity.Owner, entity.Comp));
return entity.Comp.Budget;
}
public float? AdjustBudget(Entity<DynamicRuleComponent?> entity, float amount)
{
if (!Resolve(entity, ref entity.Comp))
return null;
UpdateBudget((entity.Owner, entity.Comp));
entity.Comp.Budget += amount;
return entity.Comp.Budget;
}
public float? SetBudget(Entity<DynamicRuleComponent?> entity, float amount)
{
if (!Resolve(entity, ref entity.Comp))
return null;
entity.Comp.LastBudgetUpdate = Timing.CurTime;
entity.Comp.Budget = amount;
return entity.Comp.Budget;
}
public IEnumerable<EntProtoId> DryRun(Entity<DynamicRuleComponent?> entity)
{
if (!Resolve(entity, ref entity.Comp))
return new List<EntProtoId>();
return GetRuleSpawns((entity.Owner, entity.Comp));
}
public IEnumerable<EntityUid> ExecuteNow(Entity<DynamicRuleComponent?> entity)
{
if (!Resolve(entity, ref entity.Comp))
return new List<EntityUid>();
return Execute((entity.Owner, entity.Comp));
}
public IEnumerable<EntityUid> Rules(Entity<DynamicRuleComponent?> entity)
{
if (!Resolve(entity, ref entity.Comp))
return new List<EntityUid>();
return entity.Comp.Rules;
}
#endregion
}