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## Mirror of PR #26216: [Unify `Content`'s `EntitySystem` logging](https://github.com/space-wizards/space-station-14/pull/26216) from <img src="https://avatars.githubusercontent.com/u/10567778?v=4" alt="space-wizards" width="22"/> [space-wizards](https://github.com/space-wizards)/[space-station-14](https://github.com/space-wizards/space-station-14) ###### `eeaea6c25b496106eb741e93738f2ab8503949ba` PR opened by <img src="https://avatars.githubusercontent.com/u/27449516?v=4" width="16"/><a href="https://github.com/LordCarve"> LordCarve</a> at 2024-03-17 20:05:08 UTC --- PR changed 13 files with 43 additions and 82 deletions. The PR had the following labels: - Status: Needs Review --- <details open="true"><summary><h1>Original Body</h1></summary> > <!-- Please read these guidelines before opening your PR: https://docs.spacestation14.io/en/getting-started/pr-guideline --> > <!-- The text between the arrows are comments - they will not be visible on your PR. --> > > ## About the PR > <!-- What did you change in this PR? --> > Log things via `Log` with generated sawmill name rather than an explicitly set one for all Content `EntitySystem`s, except the ones with `Rule`s. In all cases the explicit `_sawmill` was redundant. > > ## Why / Balance > <!-- Why was it changed? Link any discussions or issues here. Please discuss how this would affect game balance. --> > - Bringing consistency to logs (all logs originating from `EntitySystem` should be recognizible in the logs `system.something`). > - Logs' sawmills match system class name to assist with debugging. > - Less likelihood of someone building a new `EntitySystem` to copy-paste the unnecessary `_sawmill` and instaed use the appropriate inherited `Log` instead. > > ## Technical details > <!-- If this is a code change, summarize at high level how your new code works. This makes it easier to review. --> > This addresses **_just_** `Content`'s `EntitySystem`s. > > `GameRuleSystem` **and all classes inheriting from it are excluded.** I want to include both the calling system name and the rule name in the sawmill name - this however requires engine changes. I thus opted to cut out that part and made this a `Content`-only PR. > > Also, even with the rule changes, the `GameRule`s themselves will be excluded pending antag refactor, because currently they are a _hot-hot_ mess and I'm sure it's preferable by everyone for me to wait for it to cool down before introducing merge conflicts unnecessarily. > > Log Sawmill changes: > **System class | current master sawmill | this PR's sawmill** > `VaporSystem.cs`: `vapor` -> `system.vapor` > `DeviceListSystem.cs`: `devicelist` -> `system.device_list` > `ForensicScannerSystem.cs`: `forensic.scanner` -> `system.forensic_scanner` > `MappingSystem.cs`: `autosave` -> `system.mapping` > `MechSystem.cs`: `mech` -> `system.mech` > `LagCompensationSystem.cs`: `lagcomp` -> `system.lag_compensation` > `NpcFactionSystem.cs`: `faction` -> `system.npc_faction` > `EmergencyShuttleSystem.cs`: `shuttle.emergency` -> `system.emergency_shuttle` > `EventManagerSystem.cs`: `events` -> `system.event_manager` > `VendingMachineSystem.cs`: `vending` -> `system.vending_machine` > `SharedAnomalySystem.cs`: `anomaly` -> `system.anomaly` > `SharedDeviceLinkSystem.cs`: `devicelink` -> `system.device_link` > `ThirstSystem.cs`: `thirst` -> `system.thirst` > > Manually tested most (all that I had doubts about) and confirmed that `LagCompensationSystem`'s `Log.Level` is getting correctly set like this. > > ## Media > <!-- > PRs which make ingame changes (adding clothing, items, new features, etc) are required to have media attached that showcase the changes. > Small fixes/refactors are exempt. > Any media may be used in SS14 progress reports, with clear credit given. > > If you're unsure whether your PR will require media, ask a maintainer. > > Check the box below to confirm that you have in fact seen this (put an X in the brackets, like [X]): > --> > > - [X] I have added screenshots/videos to this PR showcasing its changes ingame, **or** this PR does not require an ingame showcase > > ## Breaking changes > <!-- > List any breaking changes, including namespace, public class/method/field changes, prototype renames; and provide instructions for fixing them. This will be pasted in #codebase-changes. > --> > Log sawmill name changes. Any analyzers/other software that processes logs needs to be adjusted to new sawmills. Full list of changes in PR - section Technical details. </details> Co-authored-by: SimpleStation14 <Unknown>
204 lines
6.4 KiB
C#
204 lines
6.4 KiB
C#
using System.Linq;
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using Content.Server.GameTicking;
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using Content.Server.StationEvents.Components;
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using Content.Shared.CCVar;
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using Robust.Server.Player;
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using Robust.Shared.Configuration;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Content.Server.Psionics.Glimmer;
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using Content.Shared.Psionics.Glimmer;
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namespace Content.Server.StationEvents;
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public sealed class EventManagerSystem : EntitySystem
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{
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[Dependency] private readonly IConfigurationManager _configurationManager = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly IPrototypeManager _prototype = default!;
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[Dependency] public readonly GameTicker GameTicker = default!;
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[Dependency] private readonly GlimmerSystem _glimmerSystem = default!; //Nyano - Summary: pulls in the glimmer system.
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public bool EventsEnabled { get; private set; }
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private void SetEnabled(bool value) => EventsEnabled = value;
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public override void Initialize()
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{
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base.Initialize();
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Subs.CVar(_configurationManager, CCVars.EventsEnabled, SetEnabled, true);
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}
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/// <summary>
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/// Randomly runs a valid event.
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/// </summary>
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public string RunRandomEvent()
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{
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var randomEvent = PickRandomEvent();
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if (randomEvent == null)
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{
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var errStr = Loc.GetString("station-event-system-run-random-event-no-valid-events");
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Log.Error(errStr);
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return errStr;
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}
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var ent = GameTicker.AddGameRule(randomEvent);
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var str = Loc.GetString("station-event-system-run-event",("eventName", ToPrettyString(ent)));
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Log.Info(str);
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return str;
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}
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/// <summary>
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/// Randomly picks a valid event.
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/// </summary>
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public string? PickRandomEvent()
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{
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var availableEvents = AvailableEvents();
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Log.Info($"Picking from {availableEvents.Count} total available events");
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return FindEvent(availableEvents);
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}
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/// <summary>
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/// Pick a random event from the available events at this time, also considering their weightings.
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/// </summary>
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/// <returns></returns>
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private string? FindEvent(Dictionary<EntityPrototype, StationEventComponent> availableEvents)
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{
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if (availableEvents.Count == 0)
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{
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Log.Warning("No events were available to run!");
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return null;
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}
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var sumOfWeights = 0;
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foreach (var stationEvent in availableEvents.Values)
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{
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sumOfWeights += (int) stationEvent.Weight;
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}
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sumOfWeights = _random.Next(sumOfWeights);
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foreach (var (proto, stationEvent) in availableEvents)
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{
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sumOfWeights -= (int) stationEvent.Weight;
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if (sumOfWeights <= 0)
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{
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return proto.ID;
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}
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}
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Log.Error("Event was not found after weighted pick process!");
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return null;
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}
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/// <summary>
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/// Gets the events that have met their player count, time-until start, etc.
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/// </summary>
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/// <param name="ignoreEarliestStart"></param>
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/// <returns></returns>
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private Dictionary<EntityPrototype, StationEventComponent> AvailableEvents(bool ignoreEarliestStart = false)
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{
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var playerCount = _playerManager.PlayerCount;
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// playerCount does a lock so we'll just keep the variable here
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var currentTime = !ignoreEarliestStart
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? GameTicker.RoundDuration()
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: TimeSpan.Zero;
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var result = new Dictionary<EntityPrototype, StationEventComponent>();
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foreach (var (proto, stationEvent) in AllEvents())
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{
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if (CanRun(proto, stationEvent, playerCount, currentTime))
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{
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Log.Debug($"Adding event {proto.ID} to possibilities");
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result.Add(proto, stationEvent);
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}
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}
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return result;
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}
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public Dictionary<EntityPrototype, StationEventComponent> AllEvents()
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{
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var allEvents = new Dictionary<EntityPrototype, StationEventComponent>();
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foreach (var prototype in _prototype.EnumeratePrototypes<EntityPrototype>())
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{
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if (prototype.Abstract)
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continue;
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if (!prototype.TryGetComponent<StationEventComponent>(out var stationEvent))
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continue;
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allEvents.Add(prototype, stationEvent);
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}
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return allEvents;
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}
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private int GetOccurrences(EntityPrototype stationEvent)
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{
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return GetOccurrences(stationEvent.ID);
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}
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private int GetOccurrences(string stationEvent)
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{
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return GameTicker.AllPreviousGameRules.Count(p => p.Item2 == stationEvent);
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}
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public TimeSpan TimeSinceLastEvent(EntityPrototype stationEvent)
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{
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foreach (var (time, rule) in GameTicker.AllPreviousGameRules.Reverse())
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{
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if (rule == stationEvent.ID)
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return time;
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}
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return TimeSpan.Zero;
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}
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private bool CanRun(EntityPrototype prototype, StationEventComponent stationEvent, int playerCount, TimeSpan currentTime)
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{
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if (GameTicker.IsGameRuleActive(prototype.ID))
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return false;
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if (stationEvent.MaxOccurrences.HasValue && GetOccurrences(prototype) >= stationEvent.MaxOccurrences.Value)
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{
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return false;
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}
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if (playerCount < stationEvent.MinimumPlayers)
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{
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return false;
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}
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if (currentTime != TimeSpan.Zero && currentTime.TotalMinutes < stationEvent.EarliestStart)
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{
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return false;
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}
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var lastRun = TimeSinceLastEvent(prototype);
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if (lastRun != TimeSpan.Zero && currentTime.TotalMinutes <
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stationEvent.ReoccurrenceDelay + lastRun.TotalMinutes)
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{
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return false;
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}
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// Nyano - Summary: - Begin modified code block: check for glimmer events.
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// This could not be cleanly done anywhere else.
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if (_configurationManager.GetCVar(CCVars.GlimmerEnabled) &&
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prototype.TryGetComponent<GlimmerEventComponent>(out var glimmerEvent) &&
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(_glimmerSystem.Glimmer < glimmerEvent.MinimumGlimmer ||
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_glimmerSystem.Glimmer > glimmerEvent.MaximumGlimmer))
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{
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return false;
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}
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// Nyano - End modified code block.
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return true;
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}
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}
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