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* shitcode init * biocoding, SpawnTableOnUse, Moving shit to shared * server :( * fixes * ok works * Discard changes to Content.Shared/Interaction/Events/GettingUsedAttemptEvent.cs * Discard changes to Content.Shared/Forensics/Components/FingerprintMaskComponent.cs * Discard changes to Content.Shared/Forensics/Components/FingerprintComponent.cs * Discard changes to Content.Server/Forensics/Systems/ForensicsSystem.cs * Discard changes to Content.Server/StationRecords/Systems/StationRecordsSystem.cs * Discard changes to Content.Server/Storage/EntitySystems/SpawnItemsOnUseSystem.cs * Discard changes to Content.Shared/Interaction/Events/GettingUsedAttemptEvent.cs * big stuff * preperation * temperory spawning thing for testing * Update CargoDeliveryDataComponent.cs * kinda proper spawning idk god save me * cleanup (kinda) * preparation 2.0 * stuff i think * entity table work * renames * spawn ratio based on players * comment * letter tables * more spam * package tables * comment * biocodedn't * builds correctly * cleaning * Update deliveries_tables.yml * labels * package sprites * mail teleporter * revert testing value * fix test * fix other test * i love tests * mail teleporter enabled by default * random cooldowns * fixtures * Discard changes to Content.Shared/FingerprintReader/FingerprintReaderComponent.cs * Discard changes to Content.Shared/FingerprintReader/FingerprintReaderSystem.cs * Discard changes to Content.Shared/Interaction/Events/GettingUsedAttemptEvent.cs * Discard changes to Resources/Locale/en-US/fingerprint-reader/fingerprint-reader.ftl * clean * fuck paper scrap * oops * fuck SpawnTableOnUse * mail teleporter board in QM locker + addressed review * oops * clean * sound on delivery spawn * address review * partial review address * partial review addressing * addressing partial review * pratarial revivew address * misprediction hell * stuff * more stuff * unrelated * TODO * link * partial review * DirtyField --------- Co-authored-by: Milon <milonpl.git@proton.me> (cherry picked from commit 3281f408eb58c91ceb7b72ea556ba29e4760b9a1)
244 lines
8.2 KiB
C#
244 lines
8.2 KiB
C#
using System.Linq;
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using System.Threading;
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using Content.Server.Damage.Components;
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using Content.Server.Destructible;
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using Content.Server.Destructible.Thresholds;
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using Content.Server.Destructible.Thresholds.Behaviors;
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using Content.Server.Destructible.Thresholds.Triggers;
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using Content.Server.Power.EntitySystems;
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using Content.Server.StationRecords;
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using Content.Shared.Chemistry.EntitySystems;
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using Content.Shared.Damage;
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using Content.Shared.Delivery;
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using Content.Shared.EntityTable;
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using Content.Shared.Fluids.Components;
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using Content.Shared.Nutrition.Components;
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using Content.Shared.Nutrition.EntitySystems;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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using Timer = Robust.Shared.Timing.Timer;
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namespace Content.Server.Delivery;
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/// <summary>
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/// System for managing deliveries spawned by the mail teleporter.
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/// This covers for spawning deliveries.
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/// </summary>
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public sealed partial class DeliverySystem
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{
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly EntityTableSystem _entityTable = default!;
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[Dependency] private readonly PowerReceiverSystem _power = default!;
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[Dependency] private readonly OpenableSystem _openable = default!;
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[Dependency] private readonly SharedSolutionContainerSystem _solution = default!;
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private void InitializeSpawning()
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{
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SubscribeLocalEvent<CargoDeliveryDataComponent, MapInitEvent>(OnDataMapInit);
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}
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private void OnDataMapInit(Entity<CargoDeliveryDataComponent> ent, ref MapInitEvent args)
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{
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ent.Comp.NextDelivery = _timing.CurTime + ent.Comp.MinDeliveryCooldown; // We want an early wave of mail so cargo doesn't have to wait
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}
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private void SpawnDelivery(Entity<DeliverySpawnerComponent?> ent, CargoDeliveryDataComponent deliveryData, int amount)
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{
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if (!Resolve(ent.Owner, ref ent.Comp))
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return;
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var coords = Transform(ent).Coordinates;
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_audio.PlayPvs(ent.Comp.SpawnSound, ent.Owner);
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for (int i = 0; i < amount; i++)
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{
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var spawns = _entityTable.GetSpawns(ent.Comp.Table);
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foreach (var id in spawns)
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{
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SetupDelivery(Spawn(id, coords), deliveryData);
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}
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}
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}
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private void SpawnStationDeliveries(Entity<CargoDeliveryDataComponent> ent)
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{
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if (!TryComp<StationRecordsComponent>(ent, out var records))
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return;
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var spawners = GetValidSpawners(ent);
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// Skip if theres no spawners available
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if (spawners.Count == 0)
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return;
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// We take the amount of mail calculated based on player amount or the minimum, whichever is higher.
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// We don't want stations with less than the player ratio to not get mail at all
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var deliveryCount = Math.Max(records.Records.Keys.Count / ent.Comp.PlayerToDeliveryRatio, ent.Comp.MinimumDeliverySpawn);
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if (!ent.Comp.DistributeRandomly)
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{
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foreach (var spawner in spawners)
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{
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SpawnDelivery(spawner, ent.Comp, deliveryCount);
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}
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}
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else
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{
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int[] amounts = new int[spawners.Count];
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// Distribute items randomly
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for (int i = 0; i < deliveryCount; i++)
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{
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var randomListIndex = _random.Next(spawners.Count);
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amounts[randomListIndex]++;
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}
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for (int j = 0; j < spawners.Count; j++)
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{
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SpawnDelivery(spawners[j], ent.Comp, amounts[j]);
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}
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}
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}
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private List<EntityUid> GetValidSpawners(Entity<CargoDeliveryDataComponent> ent)
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{
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var validSpawners = new List<EntityUid>();
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var spawners = EntityQueryEnumerator<DeliverySpawnerComponent>();
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while (spawners.MoveNext(out var spawnerUid, out _))
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{
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var spawnerStation = _station.GetOwningStation(spawnerUid);
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if (spawnerStation != ent.Owner)
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continue;
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if (!_power.IsPowered(spawnerUid))
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continue;
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validSpawners.Add(spawnerUid);
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}
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return validSpawners;
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}
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private void UpdateSpawner(float frameTime)
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{
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var dataQuery = EntityQueryEnumerator<CargoDeliveryDataComponent>();
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var curTime = _timing.CurTime;
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while (dataQuery.MoveNext(out var uid, out var deliveryData))
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{
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if (deliveryData.NextDelivery > curTime)
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continue;
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deliveryData.NextDelivery += _random.Next(deliveryData.MinDeliveryCooldown, deliveryData.MaxDeliveryCooldown); // Random cooldown between min and max
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SpawnStationDeliveries((uid, deliveryData));
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}
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}
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private void SetupDelivery(Entity<DeliveryComponent?> ent, CargoDeliveryDataComponent cargoDeliveryData)
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{
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if (!Resolve(ent, ref ent.Comp))
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return;
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if (!_container.TryGetContainer(ent, ent.Comp.Container, out var container))
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return;
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if (ent.Comp.IsPriority || _random.Prob(cargoDeliveryData.PriorityChance))
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{
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ent.Comp.IsPriority = true;
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ent.Comp.SpesoReward += cargoDeliveryData.PriorityBonus;
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ent.Comp.SpesoPenalty += cargoDeliveryData.PriorityMalus;
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_appearance.SetData(ent, DeliveryVisuals.IsPriority, true);
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ent.Comp.PriorityCancelToken = new CancellationTokenSource();
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Timer.Spawn(
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(int) cargoDeliveryData.PriorityDuration.TotalMilliseconds,
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() =>
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{
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ExecuteForEachLogisticsStats(
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ent,
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(station, logisticStats) =>
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{
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_logisticsStats.AddExpiredMailLosses(
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station,
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logisticStats,
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ent.Comp.IsProfitable ? ent.Comp.SpesoPenalty : 0);
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});
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WithdrawSpesoPenalty(ent.AsNullable());
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},
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ent.Comp.PriorityCancelToken.Token);
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}
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if (!ent.Comp.IsFragile)
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{
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foreach (var entity in container.ContainedEntities.ToArray())
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{
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if (!IsFragile(entity, cargoDeliveryData.FragileDamageThreshold))
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continue;
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ent.Comp.IsFragile = true;
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break;
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}
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if (!ent.Comp.IsFragile)
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return;
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}
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ent.Comp.SpesoReward += cargoDeliveryData.FragileBonus;
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ent.Comp.SpesoPenalty += cargoDeliveryData.FragileMalus;
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_appearance.SetData(ent, DeliveryVisuals.IsFragile, true);
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}
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/// <summary>
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/// Returns true if the given entity is considered fragile for delivery.
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/// </summary>
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private bool IsFragile(EntityUid uid, int fragileDamageThreshold)
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{
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// It takes damage on falling.
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if (HasComp<DamageOnLandComponent>(uid))
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return true;
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// It can be spilled easily and has something to spill.
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if (HasComp<SpillableComponent>(uid)
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&& TryComp<OpenableComponent>(uid, out var openable)
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&& !_openable.IsClosed(uid, null, openable)
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&& _solution.PercentFull(uid) > 0)
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return true;
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// It might be made of non-reinforced glass.
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if (TryComp<DamageableComponent>(uid, out var damageableComponent)
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&& damageableComponent.DamageModifierSetId == "Glass")
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return true;
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// Fallback: It breaks or is destroyed in less than a damage
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// threshold dictated by the teleporter.
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if (!TryComp<DestructibleComponent>(uid, out var destructibleComp))
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return false;
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foreach (var threshold in destructibleComp.Thresholds)
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{
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if (threshold.Trigger is not DamageTrigger trigger || trigger.Damage >= fragileDamageThreshold)
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continue;
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foreach (var behavior in threshold.Behaviors)
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{
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if (behavior is not DoActsBehavior doActs)
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continue;
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if (doActs.Acts.HasFlag(ThresholdActs.Breakage) || doActs.Acts.HasFlag(ThresholdActs.Destruction))
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return true;
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}
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}
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return false;
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}
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}
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