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* push * fix * push * abstract and more accurate * new abstract method I guess * that table does not explode * webedit major * Update Content.Shared/EntityTable/ValueSelector/BinomialNumberSelector.cs Co-authored-by: SnappingOpossum <snappingopossum@outlook.com> * big ass merge conflicts * sadas * review --------- Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com> Co-authored-by: Tayrtahn <tayrtahn@gmail.com> Co-authored-by: SnappingOpossum <snappingopossum@outlook.com>
128 lines
3.9 KiB
C#
128 lines
3.9 KiB
C#
using System.Linq;
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using Content.Shared.EntityTable.Conditions;
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using Content.Shared.EntityTable.ValueSelector;
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using JetBrains.Annotations;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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namespace Content.Shared.EntityTable.EntitySelectors;
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[ImplicitDataDefinitionForInheritors, UsedImplicitly(ImplicitUseTargetFlags.WithInheritors)]
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public abstract partial class EntityTableSelector
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{
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/// <summary>
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/// The number of times this selector is run
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/// </summary>
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[DataField]
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public NumberSelector Rolls = new ConstantNumberSelector(1);
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/// <summary>
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/// A weight used to pick between selectors.
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/// </summary>
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[DataField]
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public float Weight = 1;
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/// <summary>
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/// A simple chance that the selector will run.
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/// </summary>
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[DataField]
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public double Prob = 1;
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/// <summary>
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/// A list of conditions that must evaluate to 'true' for the selector to apply.
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/// </summary>
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[DataField]
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public List<EntityTableCondition> Conditions = new();
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/// <summary>
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/// If true, all the conditions must be successful in order for the selector to process.
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/// Otherwise, only one of them must be.
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/// </summary>
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[DataField]
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public bool RequireAll = true;
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public IEnumerable<EntProtoId> GetSpawns(System.Random rand,
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IEntityManager entMan,
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IPrototypeManager proto,
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EntityTableContext ctx)
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{
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if (!CheckConditions(entMan, proto, ctx))
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yield break;
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var rolls = Rolls.Get(rand);
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for (var i = 0; i < rolls; i++)
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{
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if (!rand.Prob(Prob))
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continue;
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foreach (var spawn in GetSpawnsImplementation(rand, entMan, proto, ctx))
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{
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yield return spawn;
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}
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}
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}
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public bool CheckConditions(IEntityManager entMan, IPrototypeManager proto, EntityTableContext ctx)
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{
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if (Conditions.Count == 0)
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return true;
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var success = false;
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foreach (var condition in Conditions)
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{
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var res = condition.Evaluate(this, entMan, proto, ctx);
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if (RequireAll && !res)
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return false; // intentional break out of loop and function
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success |= res;
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}
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if (RequireAll)
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return true;
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return success;
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}
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/// <summary>
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/// Gets a list of every spawn in the table, and the odds of that spawn occuring, ignoring conditions.
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/// </summary>
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public IEnumerable<(EntProtoId spawn, double prob)> ListSpawns(IEntityManager entMan,
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IPrototypeManager proto,
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EntityTableContext ctx,
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float mod = 1f)
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{
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foreach (var (spawn, prob) in ListSpawnsImplementation(entMan, proto, ctx))
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{
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yield return (spawn, prob * Prob * Rolls.Odds() * mod);
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}
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}
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/// <summary>
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/// Gets a list of every spawn in the table, and the average number of occurrences, ignoring conditions.
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/// </summary>
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public IEnumerable<(EntProtoId spawn, double prob)> AverageSpawns(IEntityManager entMan,
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IPrototypeManager proto,
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EntityTableContext ctx,
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float mod = 1f)
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{
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foreach (var (spawn, prob) in AverageSpawnsImplementation(entMan, proto, ctx))
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{
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yield return (spawn, prob * Prob * Rolls.Average() * mod);
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}
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}
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protected abstract IEnumerable<EntProtoId> GetSpawnsImplementation(System.Random rand,
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IEntityManager entMan,
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IPrototypeManager proto,
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EntityTableContext ctx);
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protected abstract IEnumerable<(EntProtoId spawn, double)> ListSpawnsImplementation(IEntityManager entMan,
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IPrototypeManager proto,
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EntityTableContext ctx);
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protected abstract IEnumerable<(EntProtoId spawn, double)> AverageSpawnsImplementation(IEntityManager entMan,
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IPrototypeManager proto,
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EntityTableContext ctx);
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}
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