using System.Linq; using System.Threading; using Content.Server.Damage.Components; using Content.Server.Destructible; using Content.Server.Destructible.Thresholds; using Content.Server.Destructible.Thresholds.Behaviors; using Content.Server.Destructible.Thresholds.Triggers; using Content.Server.Power.EntitySystems; using Content.Server.StationRecords; using Content.Shared.Chemistry.EntitySystems; using Content.Shared.Damage; using Content.Shared.Delivery; using Content.Shared.EntityTable; using Content.Shared.Fluids.Components; using Content.Shared.Nutrition.Components; using Content.Shared.Nutrition.EntitySystems; using Robust.Shared.Random; using Robust.Shared.Timing; using Timer = Robust.Shared.Timing.Timer; namespace Content.Server.Delivery; /// /// System for managing deliveries spawned by the mail teleporter. /// This covers for spawning deliveries. /// public sealed partial class DeliverySystem { [Dependency] private readonly IGameTiming _timing = default!; [Dependency] private readonly IRobustRandom _random = default!; [Dependency] private readonly EntityTableSystem _entityTable = default!; [Dependency] private readonly PowerReceiverSystem _power = default!; [Dependency] private readonly OpenableSystem _openable = default!; [Dependency] private readonly SharedSolutionContainerSystem _solution = default!; private void InitializeSpawning() { SubscribeLocalEvent(OnDataMapInit); } private void OnDataMapInit(Entity ent, ref MapInitEvent args) { ent.Comp.NextDelivery = _timing.CurTime + ent.Comp.MinDeliveryCooldown; // We want an early wave of mail so cargo doesn't have to wait } private void SpawnDelivery(Entity ent, CargoDeliveryDataComponent deliveryData, int amount) { if (!Resolve(ent.Owner, ref ent.Comp)) return; var coords = Transform(ent).Coordinates; _audio.PlayPvs(ent.Comp.SpawnSound, ent.Owner); for (int i = 0; i < amount; i++) { var spawns = _entityTable.GetSpawns(ent.Comp.Table); foreach (var id in spawns) { SetupDelivery(Spawn(id, coords), deliveryData); } } } private void SpawnStationDeliveries(Entity ent) { if (!TryComp(ent, out var records)) return; var spawners = GetValidSpawners(ent); // Skip if theres no spawners available if (spawners.Count == 0) return; // We take the amount of mail calculated based on player amount or the minimum, whichever is higher. // We don't want stations with less than the player ratio to not get mail at all var deliveryCount = Math.Max(records.Records.Keys.Count / ent.Comp.PlayerToDeliveryRatio, ent.Comp.MinimumDeliverySpawn); if (!ent.Comp.DistributeRandomly) { foreach (var spawner in spawners) { SpawnDelivery(spawner, ent.Comp, deliveryCount); } } else { int[] amounts = new int[spawners.Count]; // Distribute items randomly for (int i = 0; i < deliveryCount; i++) { var randomListIndex = _random.Next(spawners.Count); amounts[randomListIndex]++; } for (int j = 0; j < spawners.Count; j++) { SpawnDelivery(spawners[j], ent.Comp, amounts[j]); } } } private List GetValidSpawners(Entity ent) { var validSpawners = new List(); var spawners = EntityQueryEnumerator(); while (spawners.MoveNext(out var spawnerUid, out _)) { var spawnerStation = _station.GetOwningStation(spawnerUid); if (spawnerStation != ent.Owner) continue; if (!_power.IsPowered(spawnerUid)) continue; validSpawners.Add(spawnerUid); } return validSpawners; } private void UpdateSpawner(float frameTime) { var dataQuery = EntityQueryEnumerator(); var curTime = _timing.CurTime; while (dataQuery.MoveNext(out var uid, out var deliveryData)) { if (deliveryData.NextDelivery > curTime) continue; deliveryData.NextDelivery += _random.Next(deliveryData.MinDeliveryCooldown, deliveryData.MaxDeliveryCooldown); // Random cooldown between min and max SpawnStationDeliveries((uid, deliveryData)); } } private void SetupDelivery(Entity ent, CargoDeliveryDataComponent cargoDeliveryData) { if (!Resolve(ent, ref ent.Comp)) return; if (!_container.TryGetContainer(ent, ent.Comp.Container, out var container)) return; if (ent.Comp.IsPriority || _random.Prob(cargoDeliveryData.PriorityChance)) { ent.Comp.IsPriority = true; ent.Comp.SpesoReward += cargoDeliveryData.PriorityBonus; ent.Comp.SpesoPenalty += cargoDeliveryData.PriorityMalus; _appearance.SetData(ent, DeliveryVisuals.IsPriority, true); ent.Comp.PriorityCancelToken = new CancellationTokenSource(); Timer.Spawn( (int) cargoDeliveryData.PriorityDuration.TotalMilliseconds, () => { ExecuteForEachLogisticsStats( ent, (station, logisticStats) => { _logisticsStats.AddExpiredMailLosses( station, logisticStats, ent.Comp.IsProfitable ? ent.Comp.SpesoPenalty : 0); }); WithdrawSpesoPenalty(ent.AsNullable()); }, ent.Comp.PriorityCancelToken.Token); } if (!ent.Comp.IsFragile) { foreach (var entity in container.ContainedEntities.ToArray()) { if (!IsFragile(entity, cargoDeliveryData.FragileDamageThreshold)) continue; ent.Comp.IsFragile = true; break; } if (!ent.Comp.IsFragile) return; } ent.Comp.SpesoReward += cargoDeliveryData.FragileBonus; ent.Comp.SpesoPenalty += cargoDeliveryData.FragileMalus; _appearance.SetData(ent, DeliveryVisuals.IsFragile, true); } /// /// Returns true if the given entity is considered fragile for delivery. /// private bool IsFragile(EntityUid uid, int fragileDamageThreshold) { // It takes damage on falling. if (HasComp(uid)) return true; // It can be spilled easily and has something to spill. if (HasComp(uid) && TryComp(uid, out var openable) && !_openable.IsClosed(uid, null, openable) && _solution.PercentFull(uid) > 0) return true; // It might be made of non-reinforced glass. if (TryComp(uid, out var damageableComponent) && damageableComponent.DamageModifierSetId == "Glass") return true; // Fallback: It breaks or is destroyed in less than a damage // threshold dictated by the teleporter. if (!TryComp(uid, out var destructibleComp)) return false; foreach (var threshold in destructibleComp.Thresholds) { if (threshold.Trigger is not DamageTrigger trigger || trigger.Damage >= fragileDamageThreshold) continue; foreach (var behavior in threshold.Behaviors) { if (behavior is not DoActsBehavior doActs) continue; if (doActs.Acts.HasFlag(ThresholdActs.Breakage) || doActs.Acts.HasFlag(ThresholdActs.Destruction)) return true; } } return false; } }