mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-10-01 08:37:26 +00:00
Roundstart variation game rules (#24397)
* Raise `StationPostInitEvent` broadcast
* Basic variation pass handling
* standardize names + rule entities
* why does it work like that?
* add to defaults
* light break variation pass
* ent spawn entry
* move some stationevent utility functions to gamerule + add one for finding random tile on specified station
* forgot how statistics works
* powered light variation pass is good now
* station tile count function
* public method to ensure all solutions (for procedural use before mapinit)
* move gamerulesystem utility funcs to partial
* ensure all solutions before spilling in puddlesystem. for use when spilling before mapinit
* trash & puddle variation passes!
* oh yeah
* ehh lets live a little
* std
* utility for game rule check based on comp
* entprotoid the trash spawner oops
* generalize trash variation
* use added instead of started for secret rule
* random cleanup
* generic replacement variation system
* Wall rusting variation rule
* account for modifying while enumerating
* use localaabb
* fix test
* minor tweaks
* reinforced wall replacer + puddletweaker
(cherry picked from commit cc24ba6a31)
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@@ -29,7 +29,6 @@ public abstract partial class StationEventSystem<T> : GameRuleSystem<T> where T
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] protected readonly IMapManager MapManager = default!;
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[Dependency] protected readonly IPrototypeManager PrototypeManager = default!;
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[Dependency] protected readonly IRobustRandom RobustRandom = default!;
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[Dependency] private readonly AtmosphereSystem _atmosphere = default!;
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[Dependency] protected readonly ChatSystem ChatSystem = default!;
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[Dependency] protected readonly SharedAudioSystem Audio = default!;
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@@ -135,79 +134,6 @@ public abstract partial class StationEventSystem<T> : GameRuleSystem<T> where T
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GameTicker.EndGameRule(uid, component);
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}
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protected bool TryGetRandomStation([NotNullWhen(true)] out EntityUid? station, Func<EntityUid, bool>? filter = null)
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{
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var stations = new ValueList<EntityUid>(Count<StationEventEligibleComponent>());
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filter ??= _ => true;
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var query = AllEntityQuery<StationEventEligibleComponent>();
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while (query.MoveNext(out var uid, out _))
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{
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if (!filter(uid))
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continue;
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stations.Add(uid);
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}
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if (stations.Count == 0)
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{
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station = null;
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return false;
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}
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// TODO: Engine PR.
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station = stations[RobustRandom.Next(stations.Count)];
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return true;
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}
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protected bool TryFindRandomTile(out Vector2i tile, [NotNullWhen(true)] out EntityUid? targetStation, out EntityUid targetGrid, out EntityCoordinates targetCoords)
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{
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tile = default;
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targetCoords = EntityCoordinates.Invalid;
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if (!TryGetRandomStation(out targetStation))
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{
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targetStation = EntityUid.Invalid;
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targetGrid = EntityUid.Invalid;
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return false;
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}
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var possibleTargets = Comp<StationDataComponent>(targetStation.Value).Grids;
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if (possibleTargets.Count == 0)
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{
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targetGrid = EntityUid.Invalid;
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return false;
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}
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targetGrid = RobustRandom.Pick(possibleTargets);
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if (!TryComp<MapGridComponent>(targetGrid, out var gridComp))
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return false;
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var found = false;
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var (gridPos, _, gridMatrix) = _transform.GetWorldPositionRotationMatrix(targetGrid);
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var gridBounds = gridMatrix.TransformBox(gridComp.LocalAABB);
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for (var i = 0; i < 10; i++)
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{
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var randomX = RobustRandom.Next((int) gridBounds.Left, (int) gridBounds.Right);
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var randomY = RobustRandom.Next((int) gridBounds.Bottom, (int) gridBounds.Top);
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tile = new Vector2i(randomX - (int) gridPos.X, randomY - (int) gridPos.Y);
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if (_atmosphere.IsTileSpace(targetGrid, Transform(targetGrid).MapUid, tile,
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mapGridComp: gridComp)
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|| _atmosphere.IsTileAirBlocked(targetGrid, tile, mapGridComp: gridComp))
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{
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continue;
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}
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found = true;
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targetCoords = gridComp.GridTileToLocal(tile);
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break;
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}
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return found;
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}
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public float GetSeverityModifier()
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{
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var ev = new GetSeverityModifierEvent();
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