Files
wwdpublic/Content.Server/StationEvents/EventManagerSystem.cs
SimpleStation14 cc41b00757 Mirror: Unify Content's EntitySystem logging (#240)
## 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>
2024-05-11 23:43:39 -04:00

204 lines
6.4 KiB
C#

using System.Linq;
using Content.Server.GameTicking;
using Content.Server.StationEvents.Components;
using Content.Shared.CCVar;
using Robust.Server.Player;
using Robust.Shared.Configuration;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Content.Server.Psionics.Glimmer;
using Content.Shared.Psionics.Glimmer;
namespace Content.Server.StationEvents;
public sealed class EventManagerSystem : EntitySystem
{
[Dependency] private readonly IConfigurationManager _configurationManager = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly IPrototypeManager _prototype = default!;
[Dependency] public readonly GameTicker GameTicker = default!;
[Dependency] private readonly GlimmerSystem _glimmerSystem = default!; //Nyano - Summary: pulls in the glimmer system.
public bool EventsEnabled { get; private set; }
private void SetEnabled(bool value) => EventsEnabled = value;
public override void Initialize()
{
base.Initialize();
Subs.CVar(_configurationManager, CCVars.EventsEnabled, SetEnabled, true);
}
/// <summary>
/// Randomly runs a valid event.
/// </summary>
public string RunRandomEvent()
{
var randomEvent = PickRandomEvent();
if (randomEvent == null)
{
var errStr = Loc.GetString("station-event-system-run-random-event-no-valid-events");
Log.Error(errStr);
return errStr;
}
var ent = GameTicker.AddGameRule(randomEvent);
var str = Loc.GetString("station-event-system-run-event",("eventName", ToPrettyString(ent)));
Log.Info(str);
return str;
}
/// <summary>
/// Randomly picks a valid event.
/// </summary>
public string? PickRandomEvent()
{
var availableEvents = AvailableEvents();
Log.Info($"Picking from {availableEvents.Count} total available events");
return FindEvent(availableEvents);
}
/// <summary>
/// Pick a random event from the available events at this time, also considering their weightings.
/// </summary>
/// <returns></returns>
private string? FindEvent(Dictionary<EntityPrototype, StationEventComponent> availableEvents)
{
if (availableEvents.Count == 0)
{
Log.Warning("No events were available to run!");
return null;
}
var sumOfWeights = 0;
foreach (var stationEvent in availableEvents.Values)
{
sumOfWeights += (int) stationEvent.Weight;
}
sumOfWeights = _random.Next(sumOfWeights);
foreach (var (proto, stationEvent) in availableEvents)
{
sumOfWeights -= (int) stationEvent.Weight;
if (sumOfWeights <= 0)
{
return proto.ID;
}
}
Log.Error("Event was not found after weighted pick process!");
return null;
}
/// <summary>
/// Gets the events that have met their player count, time-until start, etc.
/// </summary>
/// <param name="ignoreEarliestStart"></param>
/// <returns></returns>
private Dictionary<EntityPrototype, StationEventComponent> AvailableEvents(bool ignoreEarliestStart = false)
{
var playerCount = _playerManager.PlayerCount;
// playerCount does a lock so we'll just keep the variable here
var currentTime = !ignoreEarliestStart
? GameTicker.RoundDuration()
: TimeSpan.Zero;
var result = new Dictionary<EntityPrototype, StationEventComponent>();
foreach (var (proto, stationEvent) in AllEvents())
{
if (CanRun(proto, stationEvent, playerCount, currentTime))
{
Log.Debug($"Adding event {proto.ID} to possibilities");
result.Add(proto, stationEvent);
}
}
return result;
}
public Dictionary<EntityPrototype, StationEventComponent> AllEvents()
{
var allEvents = new Dictionary<EntityPrototype, StationEventComponent>();
foreach (var prototype in _prototype.EnumeratePrototypes<EntityPrototype>())
{
if (prototype.Abstract)
continue;
if (!prototype.TryGetComponent<StationEventComponent>(out var stationEvent))
continue;
allEvents.Add(prototype, stationEvent);
}
return allEvents;
}
private int GetOccurrences(EntityPrototype stationEvent)
{
return GetOccurrences(stationEvent.ID);
}
private int GetOccurrences(string stationEvent)
{
return GameTicker.AllPreviousGameRules.Count(p => p.Item2 == stationEvent);
}
public TimeSpan TimeSinceLastEvent(EntityPrototype stationEvent)
{
foreach (var (time, rule) in GameTicker.AllPreviousGameRules.Reverse())
{
if (rule == stationEvent.ID)
return time;
}
return TimeSpan.Zero;
}
private bool CanRun(EntityPrototype prototype, StationEventComponent stationEvent, int playerCount, TimeSpan currentTime)
{
if (GameTicker.IsGameRuleActive(prototype.ID))
return false;
if (stationEvent.MaxOccurrences.HasValue && GetOccurrences(prototype) >= stationEvent.MaxOccurrences.Value)
{
return false;
}
if (playerCount < stationEvent.MinimumPlayers)
{
return false;
}
if (currentTime != TimeSpan.Zero && currentTime.TotalMinutes < stationEvent.EarliestStart)
{
return false;
}
var lastRun = TimeSinceLastEvent(prototype);
if (lastRun != TimeSpan.Zero && currentTime.TotalMinutes <
stationEvent.ReoccurrenceDelay + lastRun.TotalMinutes)
{
return false;
}
// Nyano - Summary: - Begin modified code block: check for glimmer events.
// This could not be cleanly done anywhere else.
if (_configurationManager.GetCVar(CCVars.GlimmerEnabled) &&
prototype.TryGetComponent<GlimmerEventComponent>(out var glimmerEvent) &&
(_glimmerSystem.Glimmer < glimmerEvent.MinimumGlimmer ||
_glimmerSystem.Glimmer > glimmerEvent.MaximumGlimmer))
{
return false;
}
// Nyano - End modified code block.
return true;
}
}