New psionic ablility: Precognition (#2131)

* TESTING enable events for dev enviroment

* Add NextEventComponent

* Check for schedulers NextEventComponent

* Seperate gernateing event to its own method

* Add NextEventSystem and use in BasicStationEventSchedulerSystem

* TESTING: Override time and player restrictions

* Stash events in NextEventComponent (#1)

* Add NextEventComponent

* Check for schedulers NextEventComponent

* Seperate gernateing event to its own method

* Add NextEventSystem and use in BasicStationEventSchedulerSystem

* Format code

* Add nextEvent time perdiction

* Use RunTime instead of float minutes

* Bug fixes

* Add NextEvent to Ramping and Meteors

* Fix timing on BasticStationEvents

* initialize NextEventComponent when created

* Event scheduler caching (#2)

* Check for schedulers NextEventComponent

* Seperate gernateing event to its own method

* Add NextEventSystem and use in BasicStationEventSchedulerSystem

* Format code

* Add nextEvent time perdiction

* Use RunTime instead of float minutes

* Bug fixes

* Add NextEvent to Ramping and Meteors

* Fix timing on BasticStationEvents

* initialize NextEventComponent when created

---------

Signed-off-by: SolStar <44028047+ewokswagger@users.noreply.github.com>

* Revert "Event scheduler caching (#2)"

This reverts commit bf9cd26ed4.

* Revert "Merge branch 'seer' into stash-next-event"

This reverts commit 656ca26173, reversing
changes made to 36f45be10e.

* Revert "Caching next exent"

This reverts commit 9f1bee4131, reversing
changes made to 82678d9c18.

* Reapply "Event scheduler caching (#2)"

This reverts commit 82678d9c18.

* More merge conflict nonsence

* oops

* oops 2

* Oops 3

* Precognition Psionic ability (#3)

* Precognition ability added

* Precog get next event

* Get soonest event and display

* update prototypes with precog results

* Add random

* Use Timespan for UseDelay

* Damage breaks doafter

* typo

* fix localization

* fix do after

* Add effects durring do after

* Revert "TESTING enable events for dev enviroment"

This reverts commit 03453133bd.

* Revert testing changes

* add deltav comments

* Cleaning up!

* Move NextEvent to server space

* Fix NextEventId init value

* Reverted upstream file to block scoped namespace

* Add precognitnon result messages

* reverting testing changes for real

* Add admin alert for upcoming events

* Add sound effect

* make alert more subtule

* extended max window size

* fix message mixup

* yaml fixes

* more yaml fixes

* Delta Changes

* totaly a yaml error trust

* remove unsessesary weights

---------

Signed-off-by: SolStar <44028047+ewokswagger@users.noreply.github.com>
This commit is contained in:
SolStar
2024-12-19 03:55:15 +00:00
committed by GitHub
parent 6e72bdebb6
commit d5716a8d41
26 changed files with 637 additions and 16 deletions
@@ -11,7 +11,8 @@ using Robust.Shared.Random;
using Content.Shared.EntityTable.EntitySelectors;
using Content.Shared.EntityTable;
using Content.Server.Psionics.Glimmer; // DeltaV
using Content.Shared.Psionics.Glimmer; // DeltaV
using Content.Shared.Psionics.Glimmer;
using System.Diagnostics.CodeAnalysis; // DeltaV
namespace Content.Server.StationEvents;
@@ -59,37 +60,67 @@ public sealed class EventManagerSystem : EntitySystem
/// </summary>
public void RunRandomEvent(EntityTableSelector limitedEventsTable)
{
if (!TryBuildLimitedEvents(limitedEventsTable, out var limitedEvents))
if (TryGenerateRandomEvent(limitedEventsTable, out string? randomLimitedEvent)) // DeltaV - seperated into own method
GameTicker.AddGameRule(randomLimitedEvent);
}
// DeltaV - overloaded for backwards compatiblity
public bool TryGenerateRandomEvent(EntityTableSelector limitedEventsTable, [NotNullWhen(true)] out string? randomLimitedEvent)
{
return TryGenerateRandomEvent(limitedEventsTable, out randomLimitedEvent, null);
}
// DeltaV - end overloaded for backwards compatiblity
// DeltaV - separate event generation method
/// <summary>
/// Returns a random event from the list of events given that can be run at a given time.
/// </summary>
/// <param name="limitedEventsTable">The list of events that can be chosen.</param>
/// <param name="randomLimitedEvent">Generated event</param>
/// <param name="eventRunTime">The time to use for checking time restrictions. Uses current time if null.</param>
/// <returns></returns>
public bool TryGenerateRandomEvent(EntityTableSelector limitedEventsTable, [NotNullWhen(true)] out string? randomLimitedEvent, TimeSpan? eventRunTime)
{
randomLimitedEvent = null;
if (!TryBuildLimitedEvents(limitedEventsTable, out var limitedEvents, eventRunTime))
{
Log.Warning("Provided event table could not build dict!");
return;
return false;
}
var randomLimitedEvent = FindEvent(limitedEvents); // this picks the event, It might be better to use the GetSpawns to do it, but that will be a major rebalancing fuck.
randomLimitedEvent = FindEvent(limitedEvents); // this picks the event, It might be better to use the GetSpawns to do it, but that will be a major rebalancing fuck.
// DeltaV - randomLimitedEvent declared by enclosing method
if (randomLimitedEvent == null)
{
Log.Warning("The selected random event is null!");
return;
return false;
}
if (!_prototype.TryIndex(randomLimitedEvent, out _))
{
Log.Warning("A requested event is not available!");
return;
return false;
}
GameTicker.AddGameRule(randomLimitedEvent);
return true;
}
// DeltaV - end separate event generation method
// DeltaV - overloaded for backwards compatiblity
public bool TryBuildLimitedEvents(EntityTableSelector limitedEventsTable, out Dictionary<EntityPrototype, StationEventComponent> limitedEvents)
{
return TryBuildLimitedEvents(limitedEventsTable, out limitedEvents, null);
}
// DeltaV - end overloaded for backwards compatiblity
/// <summary>
/// Returns true if the provided EntityTableSelector gives at least one prototype with a StationEvent comp.
/// </summary>
public bool TryBuildLimitedEvents(EntityTableSelector limitedEventsTable, out Dictionary<EntityPrototype, StationEventComponent> limitedEvents)
public bool TryBuildLimitedEvents(EntityTableSelector limitedEventsTable, out Dictionary<EntityPrototype, StationEventComponent> limitedEvents, TimeSpan? eventRunTime) // DeltaV - Add a time overide
{
limitedEvents = new Dictionary<EntityPrototype, StationEventComponent>();
var availableEvents = AvailableEvents(); // handles the player counts and individual event restrictions
// DeltaV - Overide time for stashing events
var availableEvents = AvailableEvents(eventRunTime); // handles the player counts and individual event restrictions
if (availableEvents.Count == 0)
{
Log.Warning("No events were available to run!");
@@ -175,6 +206,16 @@ public sealed class EventManagerSystem : EntitySystem
return null;
}
// DeltaV - overloaded for backwards compatiblity
public Dictionary<EntityPrototype, StationEventComponent> AvailableEvents(
bool ignoreEarliestStart = false,
int? playerCountOverride = null,
TimeSpan? currentTimeOverride = null)
{
return AvailableEvents(null, ignoreEarliestStart, playerCountOverride, currentTimeOverride);
}
// DeltaV - end overloaded for backwards compatiblity
/// <summary>
/// Gets the events that have met their player count, time-until start, etc.
/// </summary>
@@ -182,6 +223,7 @@ public sealed class EventManagerSystem : EntitySystem
/// <param name="currentTimeOverride">Override for round time, if using this to simulate events rather than in an actual round.</param>
/// <returns></returns>
public Dictionary<EntityPrototype, StationEventComponent> AvailableEvents(
TimeSpan? eventRunTime,
bool ignoreEarliestStart = false,
int? playerCountOverride = null,
TimeSpan? currentTimeOverride = null)
@@ -189,9 +231,12 @@ public sealed class EventManagerSystem : EntitySystem
var playerCount = playerCountOverride ?? _playerManager.PlayerCount;
// playerCount does a lock so we'll just keep the variable here
var currentTime = currentTimeOverride ?? (!ignoreEarliestStart
? GameTicker.RoundDuration()
: TimeSpan.Zero);
var currentTime = currentTimeOverride ?? (
(!ignoreEarliestStart
? eventRunTime // DeltaV - Use eventRunTime instead of RoundDuration if provided
?? GameTicker.RoundDuration()
: TimeSpan.Zero)
);
var result = new Dictionary<EntityPrototype, StationEventComponent>();