195 lines
7.5 KiB
C#
195 lines
7.5 KiB
C#
using Content.Server._DV.StationEvents.NextEvent;
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using Content.Server.Chat.Managers;
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using Content.Shared._DV.Psionics.Components.PsionicPowers;
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using Content.Shared._DV.Psionics.Events.PowerDoAfterEvents;
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using Content.Shared._DV.Psionics.Systems.PsionicPowers;
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using Content.Shared.Abilities.Psionics;
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using Content.Shared.Chat;
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using Content.Shared.Popups;
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using Robust.Server.Player;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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namespace Content.Server._DV.Psionics.Systems.PsionicPowers;
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/// <summary>
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/// This system lets a psionic user foretell the next event with some inconsistency.
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/// </summary>
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public sealed class PrecognitionPowerSystem : SharedPrecognitionPowerSystem
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{
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[Dependency] private readonly IChatManager _chat = default!;
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[Dependency] private readonly IComponentFactory _factory = default!;
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[Dependency] private readonly IPlayerManager _player = default!;
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[Dependency] private readonly IPrototypeManager _prototype = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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/// <summary>
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/// A map between game rule prototypes and their results to give.
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/// </summary>
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public Dictionary<EntProtoId, PrecognitionResultComponent> Results = new();
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<PrecognitionPowerComponent, PrecognitionDoAfterEvent>(OnDoAfter);
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SubscribeLocalEvent<PrototypesReloadedEventArgs>(OnPrototypesReloaded);
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CachePrecognitionResults();
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}
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/// <summary>
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/// Send a message to the user about the next station event.
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/// </summary>
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/// <param name="psionic">The source of the psionic usage.</param>
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/// <param name="args">The doAfter event.</param>
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private void OnDoAfter(Entity<PrecognitionPowerComponent> psionic, ref PrecognitionDoAfterEvent args)
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{
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if (args.Handled)
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return;
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args.Handled = true;
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psionic.Comp.RemoveSavedDoAfterId();
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Dirty(psionic);
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if (args.Cancelled)
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{
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// Need to clean up the applied effects in case of cancel and alert the player.
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// TODO: Port over the TemporaryBlindness effect to the new StatusEffectSystem.
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// When Upstream ports it over, replace this with it.
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psionic.Comp.SoundStream = Audio.Stop(psionic.Comp.SoundStream);
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StatusEffects.TryRemoveStatusEffect(args.User, "TemporaryBlindness");
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Movement.TryUpdateMovementSpeedModDuration(args.User, PrecognitionSlowdown, TimeSpan.Zero, 0.5f);
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Popup.PopupEntity(
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Loc.GetString("psionic-power-precognition-failure-by-damage"),
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args.User,
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args.User,
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PopupType.SmallCaution);
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if (Action.GetAction(psionic.Comp.ActionEntity) is {} actionData)
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Action.SetCooldown(actionData.Owner, _timing.CurTime, _timing.CurTime + psionic.Comp.CancellationCooldown);
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return;
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}
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// Determines the window that will be looked at for events, avoiding events that are too close or too far to be useful.
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if (!_player.TryGetSessionByEntity(args.User, out var session))
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return;
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var nextEvent = FindEarliestNextEvent(psionic.Comp.MinEventTimeDistance, psionic.Comp.MaxEventTimeDistance);
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LocId? message = nextEvent?.NextEventId is {} nextEventId
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? GetResultMessage(nextEventId)
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// A special message given if there is no event within the time window.
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: "psionic-power-precognition-no-event-result-message";
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if (_random.Prob(psionic.Comp.RandomResultChance)) // This will replace the proper result message with a random one occasionally to simulate some unreliability.
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message = GetRandomResult();
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if (message is not {} locId) // If there is no message to send, don't bother trying to send it.
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return;
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// Send a message describing the vision they see
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var msg = Loc.GetString(locId);
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_chat.ChatMessageToOne(ChatChannel.Server,
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msg,
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Loc.GetString("chat-manager-server-wrap-message", ("message", msg)),
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psionic,
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false,
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session.Channel,
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Color.PaleVioletRed);
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}
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/// <summary>
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/// Gets the precognition result message corosponding to the passed event id.
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/// </summary>
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/// <returns>message string corosponding to the event id passed</returns>
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private LocId? GetResultMessage(EntProtoId eventId)
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{
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if (Results.TryGetValue(eventId, out var result))
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return result.Message;
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Log.Error($"Prototype {eventId} does not have an associated precognitionResult!");
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return null;
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}
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/// <summary>
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/// </summary>
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/// <returns>The locale message id of a weighted randomly chosen precognition result</returns>
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public LocId? GetRandomResult()
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{
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// funny weighted random
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var sumOfWeights = 0f;
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foreach (var precognitionResult in Results.Values)
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{
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sumOfWeights += precognitionResult.Weight;
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}
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sumOfWeights = (float) _random.Next(sumOfWeights);
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foreach (var precognitionResult in Results.Values)
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{
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sumOfWeights -= precognitionResult.Weight;
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if (sumOfWeights <= 0f)
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return precognitionResult.Message;
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}
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Log.Error("Precognition result was not found after weighted pick process!");
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return null;
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}
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/// <summary>
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/// Gets the soonest nextEvent to occur within the window.
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/// </summary>
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/// <param name="minDetectWindow"></param> The earliest reletive time that will be return a nextEvent
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/// <param name="maxDetectWindow"></param> The latest reletive latest time that will be return a nextEvent
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/// <returns>Component for the next event to occour if one exists in the window.</returns>
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private NextEventComponent? FindEarliestNextEvent(TimeSpan minDetectWindow, TimeSpan maxDetectWindow)
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{
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TimeSpan? earliestNextEventTime = null;
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NextEventComponent? earliestNextEvent = null;
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var query = EntityQueryEnumerator<NextEventComponent>();
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var windowStart = _timing.CurTime + minDetectWindow;
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var windowEnd = _timing.CurTime + maxDetectWindow;
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while (query.MoveNext(out var nextEventComponent))
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{
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// Update if the event is the most recent event that isn't too close or too far from happening to be of use
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if (windowStart < nextEventComponent.NextEventTime && nextEventComponent.NextEventTime < windowEnd
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&& earliestNextEvent == null
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|| nextEventComponent.NextEventTime < earliestNextEventTime)
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{
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earliestNextEvent ??= nextEventComponent;
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}
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}
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return earliestNextEvent;
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}
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private void OnPrototypesReloaded(PrototypesReloadedEventArgs args)
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{
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if (!args.WasModified<EntityPrototype>())
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return;
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CachePrecognitionResults();
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}
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private void CachePrecognitionResults()
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{
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Results.Clear();
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foreach (var prototype in _prototype.EnumeratePrototypes<EntityPrototype>())
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{
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if (prototype.Abstract
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|| !prototype.TryGetComponent<PrecognitionResultComponent>(out var precognitionResult, _factory))
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continue;
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Results.Add(prototype.ID, precognitionResult);
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}
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}
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}
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