6
StarHorizon_Public/Content.Server/Salvage/SalvageSystem.Expeditions.cs
2026-01-24 12:49:55 +03:00

303 lines
12 KiB
C#

using System.Linq;
using System.Threading;
using Content.Server.Salvage.Expeditions;
using Content.Server.Salvage.Expeditions.Structure;
using Content.Shared.CCVar;
using Content.Shared.Examine;
using Content.Shared.Random.Helpers;
using Content.Shared.Salvage.Expeditions;
using Robust.Shared.Audio;
using Robust.Shared.CPUJob.JobQueues;
using Robust.Shared.CPUJob.JobQueues.Queues;
using Robust.Shared.GameStates;
using Robust.Shared.Map;
using Content.Server._NF.Salvage.Expeditions; // Frontier
using Content.Server.Station.Components; // Frontier
using Content.Shared.Procedural; // Frontier
using Content.Shared.Salvage; // Frontier
using Robust.Shared.Prototypes; // Frontier
using Content.Shared._NF.CCVar; // Frontier
using Content.Shared.Shuttles.Components; // Frontier
using Robust.Shared.Configuration;
using Content.Shared.Ghost;
using System.Numerics; // Frontier
namespace Content.Server.Salvage;
public sealed partial class SalvageSystem
{
/*
* Handles setup / teardown of salvage expeditions.
*/
private const int MissionLimit = 5; // Frontier: 3<5
private readonly JobQueue _salvageQueue = new();
private readonly List<(SpawnSalvageMissionJob Job, CancellationTokenSource CancelToken)> _salvageJobs = new();
private const double SalvageJobTime = 0.002;
private readonly List<(ProtoId<SalvageDifficultyPrototype> id, int value)> _missionDifficulties = [("NFModerate", 0), ("NFHazardous", 1), ("NFExtreme", 2)]; // Frontier: mission difficulties with order
[Dependency] private readonly IConfigurationManager _cfgManager = default!; // Frontier
private float _cooldown;
private float _failedCooldown; // Frontier
public float TravelTime { get; private set; } // Frontier
public bool ProximityCheck { get; private set; } // Frontier
private void InitializeExpeditions()
{
SubscribeLocalEvent<SalvageExpeditionConsoleComponent, ComponentInit>(OnSalvageConsoleInit);
SubscribeLocalEvent<SalvageExpeditionConsoleComponent, EntParentChangedMessage>(OnSalvageConsoleParent);
SubscribeLocalEvent<SalvageExpeditionConsoleComponent, ClaimSalvageMessage>(OnSalvageClaimMessage);
SubscribeLocalEvent<SalvageExpeditionDataComponent, ExpeditionSpawnCompleteEvent>(OnExpeditionSpawnComplete); // Frontier: more gracefully handle expedition generation failures
SubscribeLocalEvent<SalvageExpeditionConsoleComponent, FinishSalvageMessage>(OnSalvageFinishMessage); // Frontier: For early finish
SubscribeLocalEvent<SalvageExpeditionComponent, MapInitEvent>(OnExpeditionMapInit);
SubscribeLocalEvent<SalvageExpeditionComponent, ComponentShutdown>(OnExpeditionShutdown);
SubscribeLocalEvent<SalvageExpeditionComponent, ComponentGetState>(OnExpeditionGetState);
SubscribeLocalEvent<SalvageExpeditionComponent, EntityTerminatingEvent>(OnMapTerminating); // Frontier
SubscribeLocalEvent<SalvageStructureComponent, ExaminedEvent>(OnStructureExamine);
_cooldown = _cfgManager.GetCVar(CCVars.SalvageExpeditionCooldown);
Subs.CVar(_cfgManager, CCVars.SalvageExpeditionCooldown, SetCooldownChange);
_failedCooldown = _cfgManager.GetCVar(NFCCVars.SalvageExpeditionFailedCooldown); // Frontier
Subs.CVar(_cfgManager, NFCCVars.SalvageExpeditionFailedCooldown, SetFailedCooldownChange); // Frontier
TravelTime = _cfgManager.GetCVar(NFCCVars.SalvageExpeditionTravelTime); // Frontier
Subs.CVar(_cfgManager, NFCCVars.SalvageExpeditionTravelTime, SetTravelTime); // Frontier
ProximityCheck = _cfgManager.GetCVar(NFCCVars.SalvageExpeditionProximityCheck); // Frontier
Subs.CVar(_cfgManager, NFCCVars.SalvageExpeditionProximityCheck, SetProximityCheck); // Frontier
}
private void OnExpeditionGetState(EntityUid uid, SalvageExpeditionComponent component, ref ComponentGetState args)
{
args.State = new SalvageExpeditionComponentState()
{
Stage = component.Stage,
SelectedSong = component.SelectedSong // Frontier: note, not dirtied on map init (not needed)
};
}
private void SetCooldownChange(float obj)
{
// Update the active cooldowns if we change it.
var diff = obj - _cooldown;
var query = AllEntityQuery<SalvageExpeditionDataComponent>();
while (query.MoveNext(out var comp))
{
comp.NextOffer += TimeSpan.FromSeconds(diff);
}
_cooldown = obj;
}
// Frontier: failed cooldowns
private void SetFailedCooldownChange(float obj)
{
// Note: we don't know whether or not players have failed missions, so let's not punish/reward them if this gets changed.
_failedCooldown = obj;
}
private void SetTravelTime(float obj)
{
TravelTime = obj;
}
private void SetProximityCheck(bool obj)
{
ProximityCheck = obj;
}
// End Frontier
private void OnExpeditionMapInit(EntityUid uid, SalvageExpeditionComponent component, MapInitEvent args)
{
component.SelectedSong = _audio.ResolveSound(component.Sound);
}
private void OnExpeditionShutdown(EntityUid uid, SalvageExpeditionComponent component, ComponentShutdown args)
{
// component.Stream = _audio.Stop(component.Stream); // Frontier: moved to client
foreach (var (job, cancelToken) in _salvageJobs.ToArray())
{
if (job.Station == component.Station)
{
cancelToken.Cancel();
_salvageJobs.Remove((job, cancelToken));
}
}
if (Deleted(component.Station))
return;
// Finish mission
if (TryComp<SalvageExpeditionDataComponent>(component.Station, out var data))
{
FinishExpedition((component.Station, data), component, uid); // Frontier: add component
}
}
private void UpdateExpeditions()
{
var currentTime = _timing.CurTime;
_salvageQueue.Process();
foreach (var (job, cancelToken) in _salvageJobs.ToArray())
{
switch (job.Status)
{
case JobStatus.Finished:
_salvageJobs.Remove((job, cancelToken));
break;
}
}
var query = EntityQueryEnumerator<SalvageExpeditionDataComponent>();
while (query.MoveNext(out var uid, out var comp))
{
// Update offers
if (comp.NextOffer > currentTime || comp.Claimed)
continue;
// Frontier: disable cooldown when still in FTL
if (!TryComp<StationDataComponent>(uid, out var stationData)
|| !HasComp<FTLComponent>(_station.GetLargestGrid(stationData)))
{
comp.Cooldown = false;
}
// End Frontier: disable cooldown when still in FTL
// comp.NextOffer += TimeSpan.FromSeconds(_cooldown); // Frontier
comp.NextOffer = currentTime + TimeSpan.FromSeconds(_cooldown); // Frontier
comp.CooldownTime = TimeSpan.FromSeconds(_cooldown); // Frontier
GenerateMissions(comp);
UpdateConsoles((uid, comp));
}
}
private void FinishExpedition(Entity<SalvageExpeditionDataComponent> expedition, SalvageExpeditionComponent expeditionComp, EntityUid uid)
{
var component = expedition.Comp;
// Frontier: separate timeout/announcement for success/failures
if (expeditionComp.Completed)
{
component.NextOffer = _timing.CurTime + TimeSpan.FromSeconds(_cooldown);
component.CooldownTime = TimeSpan.FromSeconds(_cooldown);
Announce(uid, Loc.GetString("salvage-expedition-completed"));
}
else
{
component.NextOffer = _timing.CurTime + TimeSpan.FromSeconds(_failedCooldown);
component.CooldownTime = TimeSpan.FromSeconds(_failedCooldown);
Announce(uid, Loc.GetString("salvage-expedition-failed"));
}
// End Frontier: separate timeout/announcement for success/failures
component.ActiveMission = 0;
component.Cooldown = true;
UpdateConsoles(expedition);
}
private void GenerateMissions(SalvageExpeditionDataComponent component)
{
component.Missions.Clear();
// Frontier: generate missions from an arbitrary set of difficulties
if (_missionDifficulties.Count <= 0)
{
Log.Error("No expedition mission difficulties to pick from!");
return;
}
// this doesn't support having more missions than types of ratings
// but the previous system didn't do that either.
var allDifficulties = _missionDifficulties; // Frontier: Enum.GetValues<DifficultyRating>() < _missionDifficulties
_random.Shuffle(allDifficulties);
var difficulties = allDifficulties.Take(MissionLimit).ToList();
// If we support more missions than there are accepted types, pick more until you're up to MissionLimit
while (difficulties.Count < MissionLimit)
{
var difficultyIndex = _random.Next(_missionDifficulties.Count);
difficulties.Add(_missionDifficulties[difficultyIndex]);
}
difficulties.Sort((x, y) => { return Comparer<int>.Default.Compare(x.value, y.value); });
for (var i = 0; i < MissionLimit; i++)
{
var mission = new SalvageMissionParams
{
Index = component.NextIndex,
MissionType = (SalvageMissionType)_random.NextByte((byte)SalvageMissionType.Max + 1), // Frontier
Seed = _random.Next(),
Difficulty = difficulties[i].id,
};
component.Missions[component.NextIndex++] = mission;
}
// End Frontier: generate missions from an arbitrary set of difficulties
}
private SalvageExpeditionConsoleState GetState(SalvageExpeditionDataComponent component)
{
var missions = component.Missions.Values.ToList();
return new SalvageExpeditionConsoleState(component.NextOffer, component.Claimed, component.Cooldown, component.ActiveMission, missions, component.CanFinish, component.CooldownTime); // Frontier: add CanFinish, CooldownTime
}
private void SpawnMission(SalvageMissionParams missionParams, EntityUid station, EntityUid? coordinatesDisk)
{
var cancelToken = new CancellationTokenSource();
var job = new SpawnSalvageMissionJob(
SalvageJobTime,
EntityManager,
_timing,
_logManager,
_prototypeManager,
_anchorable,
_biome,
_dungeon,
_metaData,
_mapSystem,
_station, // Frontier
_shuttle, // Frontier
this, // Frontier
station,
coordinatesDisk,
missionParams,
cancelToken.Token);
_salvageJobs.Add((job, cancelToken));
_salvageQueue.EnqueueJob(job);
}
private void OnStructureExamine(EntityUid uid, SalvageStructureComponent component, ExaminedEvent args)
{
args.PushMarkup(Loc.GetString("salvage-expedition-structure-examine"));
}
// Frontier: exped job handling, ghost reparenting
// Handle exped spawn job failures gracefully - reset the console
private void OnExpeditionSpawnComplete(EntityUid uid, SalvageExpeditionDataComponent component, ExpeditionSpawnCompleteEvent ev)
{
if (component.ActiveMission == ev.MissionIndex && !ev.Success)
{
component.ActiveMission = 0;
component.Cooldown = false;
UpdateConsoles((uid, component));
}
}
// Send all ghosts (relevant for admins) back to the default map so they don't lose their stuff.
private void OnMapTerminating(EntityUid uid, SalvageExpeditionComponent component, EntityTerminatingEvent ev)
{
var ghosts = EntityQueryEnumerator<GhostComponent, TransformComponent>();
var newCoords = new MapCoordinates(Vector2.Zero, _gameTicker.DefaultMap);
while (ghosts.MoveNext(out var ghostUid, out _, out var xform))
{
if (xform.MapUid == uid)
_transform.SetMapCoordinates(ghostUid, newCoords);
}
}
// End Frontier
}