Delta-v/Content.Server/_DV/Abilities/Psionics/PrecognitionPowerSystem.cs

249 lines
10 KiB
C#

using Content.Server.Chat.Managers;
using Content.Server.DoAfter;
using Content.Server._DV.StationEvents.NextEvent;
using Content.Server.GameTicking;
using Content.Server.Mind;
using Content.Shared.Abilities.Psionics;
using Content.Shared.Actions.Events;
using Content.Shared.Actions;
using Content.Shared.Actions.Components;
using Content.Shared.Chat;
using Content.Shared.DoAfter;
using Content.Shared.Eye.Blinding.Components;
using Content.Shared.Movement.Systems;
using Content.Shared.Popups;
using Content.Shared.Psionics.Events;
using Content.Shared.StatusEffect;
using Content.Shared.Stunnable;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Timing;
using Robust.Shared.Player;
namespace Content.Server.Abilities.Psionics;
public sealed class PrecognitionPowerSystem : EntitySystem
{
[Dependency] private readonly DoAfterSystem _doAfter = default!;
[Dependency] private readonly GameTicker _gameTicker = default!;
[Dependency] private readonly SharedActionsSystem _actions = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedPopupSystem _popup = default!;
[Dependency] private readonly SharedPsionicAbilitiesSystem _psionics = default!;
[Dependency] private readonly StatusEffectsSystem _statusEffects = default!;
[Dependency] private readonly IChatManager _chat = default!;
[Dependency] private readonly IComponentFactory _factory = default!;
[Dependency] private readonly IPrototypeManager _proto = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly MovementModStatusSystem _movementMod = default!;
/// <summary>
/// A map between game rule prototypes and their results to give.
/// </summary>
public Dictionary<EntProtoId, PrecognitionResultComponent> Results = new();
public override void Initialize()
{
base.Initialize();
CachePrecognitionResults();
SubscribeLocalEvent<PrecognitionPowerComponent, MapInitEvent>(OnMapInit);
SubscribeLocalEvent<PrecognitionPowerComponent, ComponentShutdown>(OnShutdown);
SubscribeLocalEvent<PrecognitionPowerComponent, PrecognitionPowerActionEvent>(OnPowerUsed);
SubscribeLocalEvent<PrecognitionPowerComponent, PrecognitionDoAfterEvent>(OnDoAfter);
SubscribeLocalEvent<PrototypesReloadedEventArgs>(OnPrototypesReloaded);
}
private void OnMapInit(Entity<PrecognitionPowerComponent> ent, ref MapInitEvent args)
{
_actions.AddAction(ent, ref ent.Comp.PrecognitionActionEntity, ent.Comp.PrecognitionActionId);
_actions.StartUseDelay(ent.Comp.PrecognitionActionEntity);
if (TryComp<PsionicComponent>(ent, out var psionic) && psionic.PsionicAbility == null)
{
psionic.PsionicAbility = ent.Comp.PrecognitionActionEntity;
psionic.ActivePowers.Add(ent.Comp);
}
}
private void OnShutdown(EntityUid uid, PrecognitionPowerComponent component, ComponentShutdown args)
{
_actions.RemoveAction(uid, component.PrecognitionActionEntity);
if (TryComp<PsionicComponent>(uid, out var psionic))
psionic.ActivePowers.Remove(component);
}
private void OnPowerUsed(EntityUid uid, PrecognitionPowerComponent component, PrecognitionPowerActionEvent args)
{
var ev = new PrecognitionDoAfterEvent();
var doAfterArgs = new DoAfterArgs(EntityManager, uid, component.UseDelay, ev, uid)
{
BreakOnDamage = true
};
// A custom shader for seeing visions would be nice but this will do for now.
_statusEffects.TryAddStatusEffect<TemporaryBlindnessComponent>(uid, "TemporaryBlindness", component.UseDelay, true);
_movementMod.TryUpdateMovementSpeedModDuration(uid, MovementModStatusSystem.PsionicSlowdown, component.UseDelay, 0.5f);
_doAfter.TryStartDoAfter(doAfterArgs, out var doAfterId);
component.DoAfter = doAfterId;
var player = _audio.PlayGlobal(component.VisionSound, Filter.Entities(uid), true);
if (player != null)
component.SoundStream = player.Value.Entity;
_psionics.LogPowerUsed(uid, "Precognition");
args.Handled = true;
}
/// <summary>
/// Upon completion will send a message to the user corrosponding to the next station event to occour.
/// </summary>
/// <param name="uid"></param>
/// <param name="component"></param>
/// <param name="args"></param>
private void OnDoAfter(EntityUid uid, PrecognitionPowerComponent component, PrecognitionDoAfterEvent args)
{
if (args.Handled)
return;
if (args.Cancelled)
{
// Need to clean up the applied effects in case of cancel and alert the player.
component.SoundStream = _audio.Stop(component.SoundStream);
_statusEffects.TryRemoveStatusEffect(uid, "TemporaryBlindness");
_statusEffects.TryRemoveStatusEffect(uid, "SlowedDown");
_popup.PopupEntity(
Loc.GetString("psionic-power-precognition-failure-by-damage"),
uid,
uid,
PopupType.SmallCaution);
if (_actions.GetAction(component.PrecognitionActionEntity) is {} actionData)
{
_actions.SetCooldown(
actionData.Owner,
_gameTicker.RoundDuration(),
_gameTicker.RoundDuration() + TimeSpan.FromSeconds(15));
}
}
// Determines the window that will be looked at for events, avoiding events that are too close or too far to be useful.
var minDetectWindow = TimeSpan.FromSeconds(30);
var maxDetectWindow = TimeSpan.FromMinutes(10);
if (!TryComp<ActorComponent>(uid, out var actor))
return;
var nextEvent = FindEarliestNextEvent(minDetectWindow, maxDetectWindow);
LocId? message = nextEvent?.NextEventId is {} nextEventId
? GetResultMessage(nextEventId)
// A special message given if there is no event within the time window.
: "psionic-power-precognition-no-event-result-message";
if (_random.Prob(component.RandomResultChance)) // This will replace the proper result message with a random one occasionaly to simulate some unreliablity.
message = GetRandomResult();
if (message is not {} locId) // If there is no message to send don't bother trying to send it.
return;
// Send a message describing the vision they see
var msg = Loc.GetString(locId);
_chat.ChatMessageToOne(ChatChannel.Server,
msg,
Loc.GetString("chat-manager-server-wrap-message", ("message", msg)),
uid,
false,
actor.PlayerSession.Channel,
Color.PaleVioletRed);
component.DoAfter = null;
}
/// <summary>
/// Gets the precognition result message corosponding to the passed event id.
/// </summary>
/// <returns>message string corosponding to the event id passed</returns>
private LocId? GetResultMessage(EntProtoId eventId)
{
if (!Results.TryGetValue(eventId, out var result))
{
Log.Error($"Prototype {eventId} does not have an associated precognitionResult!");
return null;
}
return result.Message;
}
/// <summary>
/// </summary>
/// <returns>The locale message id of a weighted randomly chosen precognition result</returns>
public LocId? GetRandomResult()
{
// funny weighted random
var sumOfWeights = 0f;
foreach (var precognitionResult in Results.Values)
sumOfWeights += precognitionResult.Weight;
sumOfWeights = (float) _random.Next((double) sumOfWeights);
foreach (var precognitionResult in Results.Values)
{
sumOfWeights -= precognitionResult.Weight;
if (sumOfWeights <= 0f)
return precognitionResult.Message;
}
Log.Error("Precognition result was not found after weighted pick process!");
return null;
}
/// <summary>
/// Gets the soonest nextEvent to occur within the window.
/// </summary>
/// <param name="minDetectWindow"></param> The earliest reletive time that will be return a nextEvent
/// <param name="maxDetectWindow"></param> The latest reletive latest time that will be return a nextEvent
/// <returns>Component for the next event to occour if one exists in the window.</returns>
private NextEventComponent? FindEarliestNextEvent(TimeSpan minDetectWindow, TimeSpan maxDetectWindow)
{
TimeSpan? earliestNextEventTime = null;
NextEventComponent? earliestNextEvent = null;
var query = EntityQueryEnumerator<NextEventComponent>();
while (query.MoveNext(out var nextEventComponent))
{
// Update if the event is the most recent event that isnt too close or too far from happening to be of use
if (nextEventComponent.NextEventTime > _gameTicker.RoundDuration() + minDetectWindow
&& nextEventComponent.NextEventTime < _gameTicker.RoundDuration() + maxDetectWindow
&& earliestNextEvent == null
|| nextEventComponent.NextEventTime < earliestNextEventTime)
{
earliestNextEvent ??= nextEventComponent;
}
}
return earliestNextEvent;
}
private void OnPrototypesReloaded(PrototypesReloadedEventArgs args)
{
if (!args.WasModified<EntityPrototype>())
return;
CachePrecognitionResults();
}
private void CachePrecognitionResults()
{
Results.Clear();
foreach (var prototype in _proto.EnumeratePrototypes<EntityPrototype>())
{
if (prototype.Abstract)
continue;
if (!prototype.TryGetComponent<PrecognitionResultComponent>(out var precognitionResult, _factory))
continue;
Results.Add(prototype.ID, precognitionResult);
}
}
}