using System.Linq; using Content.Server.Administration; using Content.Server.Chat.Managers; // DeltaV using Content.Server._DV.StationEvents.NextEvent; // DeltaV using Content.Server.GameTicking; using Content.Server.GameTicking.Rules; using Content.Server.StationEvents.Components; using Content.Shared.Administration; using Content.Shared.EntityTable; using Content.Shared.GameTicking.Components; using JetBrains.Annotations; using Robust.Shared.Prototypes; using Robust.Shared.Random; using Robust.Shared.Timing; // DeltaV using Robust.Shared.Toolshed; using Robust.Shared.Toolshed.TypeParsers; using Robust.Shared.Utility; namespace Content.Server.StationEvents { /// /// The basic event scheduler rule, loosely based off of /tg/ events, which most /// game presets use. /// [UsedImplicitly] public sealed class BasicStationEventSchedulerSystem : GameRuleSystem { [Dependency] private readonly IChatManager _chatManager = default!; // DeltaV // [Dependency] private readonly IGameTiming _timing = default!; // DeltaV - Never used [Dependency] private readonly IRobustRandom _random = default!; [Dependency] private readonly EventManagerSystem _event = default!; [Dependency] private readonly NextEventSystem _next = default!; // DeltaV protected override void Started(EntityUid uid, BasicStationEventSchedulerComponent component, GameRuleComponent gameRule, GameRuleStartedEvent args) { // A little starting variance so schedulers dont all proc at once. component.TimeUntilNextEvent = RobustRandom.NextFloat(component.MinimumTimeUntilFirstEvent, component.MinimumTimeUntilFirstEvent + component.MaximumSpanUntilFirstEvent); // Begin DeltaV Additions: init NextEventComp if (TryComp(uid, out var nextEventComponent) && _event.TryGenerateRandomEvent(component.ScheduledGameRules, TimeSpan.FromSeconds(component.TimeUntilNextEvent)) is {} firstEvent) { var nextEventTime = GameTicker.RoundDuration() + TimeSpan.FromSeconds(component.TimeUntilNextEvent); _chatManager.SendAdminAlert(Loc.GetString("station-event-system-run-event-delayed", ("eventName", firstEvent), ("time", nextEventTime.ToString(@"hh\:mm\:ss")))); _next.UpdateNextEvent(nextEventComponent, firstEvent, GameTicker.RoundDuration() + TimeSpan.FromSeconds(component.TimeUntilNextEvent)); } // End DeltaV Additions } protected override void Ended(EntityUid uid, BasicStationEventSchedulerComponent component, GameRuleComponent gameRule, GameRuleEndedEvent args) { component.TimeUntilNextEvent = component.MinimumTimeUntilFirstEvent; } public override void Update(float frameTime) { base.Update(frameTime); if (!_event.EventsEnabled) return; var query = EntityQueryEnumerator(); while (query.MoveNext(out var uid, out var eventScheduler, out var gameRule)) { if (!GameTicker.IsGameRuleActive(uid, gameRule)) continue; if (eventScheduler.TimeUntilNextEvent > 0) { eventScheduler.TimeUntilNextEvent -= frameTime; continue; } // Begin DeltaV Additions: events using NextEventComponent if (TryComp(uid, out var nextEventComponent)) // If there is a nextEventComponent use the stashed event instead of running it directly. { ResetTimer(eventScheduler); // Time needs to be reset ahead of time since we need to chose events based on the next time it will run. var nextEventTime = GameTicker.RoundDuration() + TimeSpan.FromSeconds(eventScheduler.TimeUntilNextEvent); if (_event.TryGenerateRandomEvent(eventScheduler.ScheduledGameRules, nextEventTime) is not {} generatedEvent) continue; _chatManager.SendAdminAlert(Loc.GetString("station-event-system-run-event-delayed", ("eventName", generatedEvent), ("time", nextEventTime.ToString(@"hh\:mm\:ss")))); // Cycle the stashed event with the new generated event and time. var storedEvent = _next.UpdateNextEvent(nextEventComponent, generatedEvent, nextEventTime); if (string.IsNullOrEmpty(storedEvent)) //If there was no stored event don't try to run it. continue; GameTicker.AddGameRule(storedEvent); continue; } // End DeltaV Additions: events using NextEventComponent _event.RunRandomEvent(eventScheduler.ScheduledGameRules); ResetTimer(eventScheduler); } } /// /// Reset the event timer once the event is done. /// private void ResetTimer(BasicStationEventSchedulerComponent component) { component.TimeUntilNextEvent = component.MinMaxEventTiming.Next(_random); } } [ToolshedCommand, AdminCommand(AdminFlags.Debug)] public sealed class StationEventCommand : ToolshedCommand { private EventManagerSystem? _stationEvent; private EntityTableSystem? _entityTable; private IComponentFactory? _compFac; private IRobustRandom? _random; private IPrototypeManager? _protoMan; /// /// Estimates the expected number of times an event will run over the course of X rounds, taking into account weights and /// how many events are expected to run over a given timeframe for a given playercount by repeatedly simulating rounds. /// Effectively /100 (if you put 100 rounds) = probability an event will run per round. /// /// /// This isn't perfect. Code path eventually goes into , which requires /// state from . As a result, you should probably just run this locally and not doing /// a real round (it won't pollute the state, but it will get contaminated by previously ran events in the actual round) /// and things like `MaxOccurrences` and `ReoccurrenceDelay` won't be respected. /// /// I consider these to not be that relevant to the analysis here though (and I don't want most uses of them /// to even exist) so I think it's fine. /// [CommandImplementation("simulate")] public IEnumerable<(string, float)> Simulate([CommandArgument] EntProtoId eventSchedulerProto, [CommandArgument] int rounds, [CommandArgument] int playerCount, [CommandArgument] float roundEndMean, [CommandArgument] float roundEndStdDev) { _stationEvent ??= GetSys(); _entityTable ??= GetSys(); _compFac ??= IoCManager.Resolve(); _random ??= IoCManager.Resolve(); _protoMan ??= IoCManager.Resolve(); var occurrences = new Dictionary(); foreach (var ev in _stationEvent.AllEvents()) { occurrences.Add(ev.Key.ID, 0); } var eventScheduler = _protoMan.Index(eventSchedulerProto); if (!eventScheduler.TryGetComponent(out var basicScheduler, _compFac)) { return occurrences.Select(p => (p.Key, (float)p.Value)).OrderByDescending(p => p.Item2); } var compMinMax = basicScheduler.MinMaxEventTiming; // we gotta do this since we cant execute on comp w/o an ent. for (var i = 0; i < rounds; i++) { var curTime = TimeSpan.Zero; var randomEndTime = _random.NextGaussian(roundEndMean, roundEndStdDev) * 60; // Its in minutes, should probably be a better time format once we get that in toolshed like [hh:mm:ss] if (randomEndTime <= 0) continue; while (curTime.TotalSeconds < randomEndTime) { // sim an event curTime += TimeSpan.FromSeconds(compMinMax.Next(_random)); if (!_stationEvent.TryBuildLimitedEvents(basicScheduler.ScheduledGameRules, out var selectedEvents, currentTime: curTime, playerCount: playerCount)) { continue; // doesnt break because maybe the time is preventing events being available. } if (_stationEvent.FindEvent(selectedEvents) is not { } ev) continue; occurrences[ev] += 1; } } return occurrences.Select(p => (p.Key, (float)p.Value)).OrderByDescending(p => p.Item2); } [CommandImplementation("lsprob")] public IEnumerable<(string, double)> LsProb([CommandArgument] EntProtoId eventSchedulerProto) { _compFac ??= IoCManager.Resolve(); _stationEvent ??= GetSys(); _protoMan ??= IoCManager.Resolve(); var eventScheduler = _protoMan.Index(eventSchedulerProto); if (!eventScheduler.TryGetComponent(out var basicScheduler, _compFac)) yield break; var sortedEvents = _stationEvent.ListLimitedEvents(basicScheduler.ScheduledGameRules) .OrderBy(x => -x.Item2); foreach (var eventProb in sortedEvents) { yield return eventProb; } } [CommandImplementation("lsprobtheoretical")] public IEnumerable<(EntProtoId, double)> LsProbTime([CommandArgument] EntProtoId eventSchedulerProto, [CommandArgument] int playerCount, [CommandArgument] float time) { _compFac ??= IoCManager.Resolve(); _stationEvent ??= GetSys(); _protoMan ??= IoCManager.Resolve(); var eventScheduler = _protoMan.Index(eventSchedulerProto); if (!eventScheduler.TryGetComponent(out var basicScheduler, _compFac)) yield break; var timemins = time * 60; var theoryTime = TimeSpan.Zero + TimeSpan.FromSeconds(timemins); var sortedEvents = _stationEvent.ListLimitedEvents(basicScheduler.ScheduledGameRules, currentTime: theoryTime, playerCount: playerCount) .OrderBy(x => -x.Item2); foreach (var eventProb in sortedEvents) { yield return eventProb; } } [CommandImplementation("prob")] public double Prob([CommandArgument] EntProtoId eventSchedulerProto, [CommandArgument] string eventId) { _compFac ??= IoCManager.Resolve(); _stationEvent ??= GetSys(); _protoMan ??= IoCManager.Resolve(); var eventScheduler = _protoMan.Index(eventSchedulerProto); if (!eventScheduler.TryGetComponent(out var basicScheduler, _compFac)) return 0f; foreach (var (proto, prob) in _stationEvent.ListLimitedEvents(basicScheduler.ScheduledGameRules)) { if (eventSchedulerProto != proto) continue; return prob; } return 0f; } } }