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Roundstart variation game rules (#24397)
* 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 (cherry picked from commit cc24ba6a317c4bee84ffa1eda8397c255ca92be9)
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137
Content.Server/GameTicking/Rules/GameRuleSystem.Utility.cs
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137
Content.Server/GameTicking/Rules/GameRuleSystem.Utility.cs
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using System.Diagnostics.CodeAnalysis;
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using Content.Server.GameTicking.Rules.Components;
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using Content.Server.Station.Components;
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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.Random;
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namespace Content.Server.GameTicking.Rules;
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public abstract partial class GameRuleSystem<T> where T: IComponent
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{
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protected EntityQueryEnumerator<ActiveGameRuleComponent, T, GameRuleComponent> QueryActiveRules()
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{
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return EntityQueryEnumerator<ActiveGameRuleComponent, T, GameRuleComponent>();
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}
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protected bool TryRoundStartAttempt(RoundStartAttemptEvent ev, string localizedPresetName)
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{
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var query = EntityQueryEnumerator<ActiveGameRuleComponent, T, GameRuleComponent>();
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while (query.MoveNext(out _, out _, out _, out var gameRule))
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{
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var minPlayers = gameRule.MinPlayers;
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if (!ev.Forced && ev.Players.Length < minPlayers)
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{
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ChatManager.SendAdminAnnouncement(Loc.GetString("preset-not-enough-ready-players",
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("readyPlayersCount", ev.Players.Length), ("minimumPlayers", minPlayers),
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("presetName", localizedPresetName)));
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ev.Cancel();
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continue;
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}
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if (ev.Players.Length == 0)
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{
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ChatManager.DispatchServerAnnouncement(Loc.GetString("preset-no-one-ready"));
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ev.Cancel();
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}
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}
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return !ev.Cancelled;
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}
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/// <summary>
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/// Utility function for finding a random event-eligible station entity
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/// </summary>
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protected bool TryGetRandomStation([NotNullWhen(true)] out EntityUid? station, Func<EntityUid, bool>? filter = null)
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{
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var stations = new ValueList<EntityUid>(Count<StationEventEligibleComponent>());
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filter ??= _ => true;
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var query = AllEntityQuery<StationEventEligibleComponent>();
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while (query.MoveNext(out var uid, out _))
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{
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if (!filter(uid))
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continue;
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stations.Add(uid);
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}
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if (stations.Count == 0)
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{
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station = null;
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return false;
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}
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// TODO: Engine PR.
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station = stations[RobustRandom.Next(stations.Count)];
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return true;
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}
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protected bool TryFindRandomTile(out Vector2i tile,
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[NotNullWhen(true)] out EntityUid? targetStation,
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out EntityUid targetGrid,
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out EntityCoordinates targetCoords)
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{
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tile = default;
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targetStation = EntityUid.Invalid;
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targetGrid = EntityUid.Invalid;
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targetCoords = EntityCoordinates.Invalid;
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if (TryGetRandomStation(out targetStation))
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{
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return TryFindRandomTileOnStation((targetStation.Value, Comp<StationDataComponent>(targetStation.Value)),
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out tile,
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out targetGrid,
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out targetCoords);
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}
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return false;
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}
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protected bool TryFindRandomTileOnStation(Entity<StationDataComponent> station,
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out Vector2i tile,
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out EntityUid targetGrid,
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out EntityCoordinates targetCoords)
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{
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tile = default;
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targetCoords = EntityCoordinates.Invalid;
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targetGrid = EntityUid.Invalid;
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var possibleTargets = station.Comp.Grids;
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if (possibleTargets.Count == 0)
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{
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targetGrid = EntityUid.Invalid;
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return false;
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}
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targetGrid = RobustRandom.Pick(possibleTargets);
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if (!TryComp<MapGridComponent>(targetGrid, out var gridComp))
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return false;
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var found = false;
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var aabb = gridComp.LocalAABB;
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for (var i = 0; i < 10; i++)
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{
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var randomX = RobustRandom.Next((int) aabb.Left, (int) aabb.Right);
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var randomY = RobustRandom.Next((int) aabb.Bottom, (int) aabb.Top);
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tile = new Vector2i(randomX, randomY);
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if (_atmosphere.IsTileSpace(targetGrid, Transform(targetGrid).MapUid, tile,
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mapGridComp: gridComp)
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|| _atmosphere.IsTileAirBlocked(targetGrid, tile, mapGridComp: gridComp))
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{
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continue;
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}
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found = true;
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targetCoords = _map.GridTileToLocal(targetGrid, gridComp, tile);
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break;
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}
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return found;
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}
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}
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