Files
Delta-v/Content.Server/Procedural/DungeonJob/DungeonJob.cs
T
29e55b9464 Upstream Merge (June / July) attempt 2 electric boogaloo (#4607)
* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146)

* Optimize sensor monitoring window graph drawing

* Add shared static Vector2 pool for all GraphView instances

* Address requested changes

* remove lock

* Update submodule to 264.0.0 (#38629)

* Toy/Plushie Inhands and Wearables (#38514)

* Fixed dependency injection and some other issues in a few places.

* More issue fixes

* patchfor broken NetworkConfiguratorLinkMenu (#38632)

fix

* Fix solutions flickering when transferring contents (#34838)

* Use Solution clones when applying SolutionComponent states

* Revert "Use Solution clones when applying SolutionComponent states"

This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62.

* Make Solution implement ICloneable and rename Clone method.

* Copy CanReact value when cloning a Solution

* Convert to IRobustCloneable

* Fix typos in guidebook: Buisness → Business (#38636)

* Fix typo in `MinorAntagonists.xml`

Buisness → Business

* Fix typo in `YourFirstCharacter.xml`

Buisness → Business

* Various Headphones Fixes and Tweaks (#38479)

* sprites, wearables

* neck

* icon-on sprite

* Cleanup prototype instantiation in `DamageTest` (#38639)

Cleanup prototype instantiation in DamageTest

* Cleanup prototype instantiation in `ExplosionSystem` (#38642)

Cleanup prototype instantiation in ExplosionSystem

* AddBodyPartCommand localization. (#38612)

commit

* fix ItemSlotsSystem debug assert (#38655)

* Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536)

* Added directional beacons (#38284)

* Added directional beacons

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* Fixed names

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

---------

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* Power stat and nuke codes commands get some LEC love. (#38585)

* commit

* requested changes.

* Dsay Dirty and Follow commands converted to LEC and localized. (#38666)

* commit

* whoopwhoopwhoop

* Retro laser sprite fix (#38676)

* Fixed everything except the icon

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* fixed icon

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

---------

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* fix water coolers (#38681)

* Monochromacy typo fix (#38686)

* fixes the typo

* Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Validate `CloningSettingsPrototype`s (#38688)

* Validate CloningSettingsPrototypes

* Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Check EventComponents too

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Add test of objective-related console commands (#36400)

* Add test of objective add/list/remove commands

* Not sure why we're validating test prototypes, but sure

* We don't need a map

* Improvements and fixups for New Status Effect API (#38660)

* Predict healing and bloodstream (#38690)

* initial commit

* reapply 38126

* fix rootable

* someone missed an important minus sign here

* try this

* fix

* fix

* reenable crit hits

* cleanup

* fix status time dirtying

* fix

* camelCase

* Healing and bloodstream prediction fixes.

* Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661)

* Resolving Wizard Recall on Nuke disk making it impossible to disarm
- Adding a DisarmBomb case to nuke status update loop
- Changing a few methods and parameters to properly follow formatting standards
- Updating some names to follow camelCase

* Updating missed tag

* Reverting DataField change

Should prevent this preventative bugfix being a breaking change.

* Switch HSV to the default colorspace for character customization (#38434)

* Made HSV default for character editor

* Adds/fixes comments to HSV defaulting

* Added dropbox fix, potentially cursed

* Revert "Added dropbox fix, potentially cursed"

This reverts commit a709883366fbee813e839742125e70844672af29.

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* Fix: Don't deploy foldables when clicking on items inside containers (#38709)

* Fix

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Pressure Relief Valve (#36708)

* initial system (this math is probably WRONG)

* General code cleanup and OnExamined support
(holy moly this code sucks)

* UICode and related events foundation
TODO:
- Actually write the XAML UI and the underlying system
- Un-shitcode the entire thing
- Actually test everything...

* Working UI code
TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't.

* Remove one TODO for unshitcoding the examine code

* Add reminder
yea

* Make predicted (defenitely isn't)
(also defenitely isn't a copypaste from pressure pump code)

* It's predicted!
TODO:
- Give it snazzy predicted visuals!
- Have a different field for pressure entry, lest it gets bulldozed every UI update.

* Improve gas pressure relief valve UI
TODO: Reminder to reduce amount of dirties using deltafields

* Implement DirtyField prediction

* Entity<T> cleanup
A lot of Entity<T> conversions and lukewarm cleanup.

Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell.

* More cleanup and comments

* Remove TODO comment on bulldozing window title

* """refactoring"""
- Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance.
- More Entity<T> conversions because I like them.
- Move UI creation handling over entirely to the ActivatableUI system.
- Fix a hardcoded locale string (why????).

* Add visuals

* Revert debugging variable replacememt
yea

* Revert skissue

* Remove unused using directives and remove TODO

* Localize, cleanup, document

* Fix adminlogging discrepancy

* Add ability to construct, add guidebook entry

* Clear up comment

* Add guidebook tooltip to valve

* Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor

* Adds more input handling and adds autofill on open

* Un-deepfry input validator shitcode
Genuinely what was I smoking

* improve visuals logic

* Refactor again
- Update math to the correct implementation
- Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs

* I'm sorry but I hate warnings

* Remove unused using directive in AtmosphereSystem.Gases.cs

* Review and cleanup

* Lukewarm UI glossup

* Maintainer for the upstream project btw

* Remove redundant state sets and messy logic

* Unduplicate valve updater code

* Redo UI (im sorry Slarti)

* run tests

* Test refactored UI messaging

* Second round of UI improvements
- God please find a way to improve this system. Feels bad.

* Update loop implementation

* Further predict UI

* Clear up SetToCurrentThreshold

* cleanup

* Update to master + pipe layers and bug fixes
want to run tests

* fixes

* Deploy rename pipebomb

* Documentation and requested changes

* Rename the method that wiggled away

* Undo rounding changes

* Fix comment

* Rename and cleanup

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Fix TextLinkTag (#32203)

* Adjust uplink buy button to be under item icon (#38596)

* Adjusted uplink buy button to be under item icon

* Put the discount subtext under the icon

* Indent fixes, added margin

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* Scurrets - Audio Improvements (#38482)

* Scurret audio tuning

* Add new sfx

* Update sneezing sfx

* YAML support

* Rename a folder

* make telesci wreck easier (#37569)

rel

* Validate `ShaderPrototype` IDs (#38728)

* Convert all shader prototype string literals to protoids in overlays

* Convert more shader prototype literal strings to protoids

* Convert ValidatePrototypeId to ProtoId

* Later

* [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664)

* fixed

* clean up

* orks fix smart

* review fix 1

* more requested changes

* less cursed

* more descriptive description

* better wording

* Tiny Tiny Cleanup of the EyeClosingSystem. (#38734)

Update EyeClosingSystem.cs

* Fix human skin tone distribution (#38701)

* fix: Use PredictedQueueDel for gib spell (#38729)

* fix: don't default to uncharged sprite state for cells (#38730)

* Fix Hristov description - remove inaccurate technical specs (#38746)

- Removes inaccurate 'armor piercing 14.5mm shells' reference
- Replaces it with a more funny description, matching the style of the other snipers and guns
- Keeps ammunition type '.60 anti-materiel ammo' specification
- Fixes issue #38590

Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br>

* feat: allow mopping evaporating puddles (#38743)

* Validate remaining `ProtoId` strings (#38747)

Validate remaining ProtoId strings

* Validate `ProtoId`s in tests (#38745)

* Convert string literals to protoids in Content.Tests

* Convert string literals to protoids or consts in Content.IntegrationTests

* Fix linter failures
Tricksy static using misled me

* Cleanup warning in StomachSystem (#38748)

you did not see this

* Vox scars (#38592)

* Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl

* Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl"

This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15.

* locale key fix

* Changed top surgery scar names to be more generalized

* Adjusted face scars

* Formatting fixes

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* UnlockNode command to LEC. (#38751)

* commit

* Update UnlockNodeCommand.cs

* commit

* move command locale to its own file.

* Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Typofixes for figurine dialogue (#38737)

* Typofixes for figurine dialogue

* Forgot two

* Janitor Tool: Wire Brush (#38667)

* Wow! It's -brush-

* spacing.

* Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* fixed changes

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Minor escape menu UX improvements (#38650)

* fix: spellbooks can have infinite charges (#38376)

* fix: spellbooks can have infinite charges

* refactor: indicate infinite spellbook charges with null

Not sure if I like this much better...
2025-11-06 18:22:39 +00:00

350 lines
13 KiB
C#

using System.Linq;
using System.Threading;
using System.Threading.Tasks;
using Content.Server.Decals;
using Content.Server.NPC.Components;
using Content.Server.NPC.HTN;
using Content.Server.NPC.Systems;
using Content.Server.Shuttles.Systems;
using Content.Shared.Construction.EntitySystems;
using Content.Shared.EntityTable;
using Content.Shared.Maps;
using Content.Shared.Procedural;
using Content.Shared.Procedural.DungeonGenerators;
using Content.Shared.Procedural.DungeonLayers;
using Content.Shared.Procedural.PostGeneration;
using Content.Shared.Tag;
using JetBrains.Annotations;
using Robust.Server.Physics;
using Robust.Shared.CPUJob.JobQueues;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
using Robust.Shared.Physics.Components;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Utility;
using IDunGenLayer = Content.Shared.Procedural.IDunGenLayer;
namespace Content.Server.Procedural.DungeonJob;
public sealed partial class DungeonJob : Job<List<Dungeon>>
{
public bool TimeSlice = true;
private readonly IEntityManager _entManager;
private readonly IPrototypeManager _prototype;
private readonly ITileDefinitionManager _tileDefManager;
private readonly AnchorableSystem _anchorable;
private readonly DecalSystem _decals;
private readonly DungeonSystem _dungeon;
private readonly EntityLookupSystem _lookup;
private readonly EntityTableSystem _entTable;
private readonly TagSystem _tags;
private readonly TileSystem _tile;
private readonly TurfSystem _turf;
private readonly SharedMapSystem _maps;
private readonly SharedTransformSystem _transform;
private EntityQuery<PhysicsComponent> _physicsQuery;
private EntityQuery<TransformComponent> _xformQuery;
private readonly DungeonConfig _gen;
private readonly int _seed;
private readonly Vector2i _position;
private readonly EntityUid _gridUid;
private readonly MapGridComponent _grid;
private readonly EntityCoordinates? _targetCoordinates;
private readonly ISawmill _sawmill;
public DungeonJob(
ISawmill sawmill,
double maxTime,
IEntityManager entManager,
IPrototypeManager prototype,
ITileDefinitionManager tileDefManager,
AnchorableSystem anchorable,
DecalSystem decals,
DungeonSystem dungeon,
EntityLookupSystem lookup,
TileSystem tile,
TurfSystem turf,
SharedTransformSystem transform,
DungeonConfig gen,
MapGridComponent grid,
EntityUid gridUid,
int seed,
Vector2i position,
EntityCoordinates? targetCoordinates = null,
CancellationToken cancellation = default) : base(maxTime, cancellation)
{
_sawmill = sawmill;
_entManager = entManager;
_prototype = prototype;
_tileDefManager = tileDefManager;
_anchorable = anchorable;
_decals = decals;
_dungeon = dungeon;
_lookup = lookup;
_tile = tile;
_turf = turf;
_tags = _entManager.System<TagSystem>();
_maps = _entManager.System<SharedMapSystem>();
_entTable = _entManager.System<EntityTableSystem>();
_transform = transform;
_physicsQuery = _entManager.GetEntityQuery<PhysicsComponent>();
_xformQuery = _entManager.GetEntityQuery<TransformComponent>();
_gen = gen;
_grid = grid;
_gridUid = gridUid;
_seed = seed;
_position = position;
_targetCoordinates = targetCoordinates;
}
/// <summary>
/// Gets the relevant dungeon, running recursively as relevant.
/// </summary>
/// <param name="reserve">Should we reserve tiles even if the config doesn't specify.</param>
private async Task<List<Dungeon>> GetDungeons(
Vector2i position,
DungeonConfig config,
List<IDunGenLayer> layers,
HashSet<Vector2i> reservedTiles,
int seed,
Random random,
List<Dungeon>? existing = null)
{
var dungeons = new List<Dungeon>();
// Don't pass dungeons back up the "stack". They are ref types though it's a caller problem if they start trying to mutate it.
if (existing != null)
{
dungeons.AddRange(existing);
}
var count = random.Next(config.MinCount, config.MaxCount + 1);
for (var i = 0; i < count; i++)
{
position += random.NextPolarVector2(config.MinOffset, config.MaxOffset).Floored();
foreach (var layer in layers)
{
var dungCount = dungeons.Count;
await RunLayer(dungeons, position, layer, reservedTiles, seed, random);
if (config.ReserveTiles)
{
// Reserve tiles on any new dungeons.
for (var d = dungCount; d < dungeons.Count; d++)
{
var dungeon = dungeons[d];
reservedTiles.UnionWith(dungeon.AllTiles);
}
}
await SuspendDungeon();
if (!ValidateResume())
return new List<Dungeon>();
}
}
return dungeons;
}
protected override async Task<List<Dungeon>?> Process()
{
_sawmill.Info($"Generating dungeon {_gen} with seed {_seed} on {_entManager.ToPrettyString(_gridUid)}");
_grid.CanSplit = false;
var random = new Random(_seed);
var position = (_position + random.NextPolarVector2(_gen.MinOffset, _gen.MaxOffset)).Floored();
// Tiles we can no longer generate on due to being reserved elsewhere.
var reservedTiles = new HashSet<Vector2i>();
var dungeons = await GetDungeons(position, _gen, _gen.Layers, reservedTiles, _seed, random);
// To make it slightly more deterministic treat this RNG as separate ig.
// Post-processing after finishing loading.
if (_targetCoordinates != null)
{
var oldMap = _xformQuery.Comp(_gridUid).MapUid;
_entManager.System<ShuttleSystem>().TryFTLProximity(_gridUid, _targetCoordinates.Value);
_entManager.DeleteEntity(oldMap);
}
// Defer splitting so they don't get spammed and so we don't have to worry about tracking the grid along the way.
_grid.CanSplit = true;
_entManager.System<GridFixtureSystem>().CheckSplits(_gridUid);
var npcSystem = _entManager.System<NPCSystem>();
var npcs = new HashSet<Entity<HTNComponent>>();
_lookup.GetChildEntities(_gridUid, npcs);
foreach (var npc in npcs)
{
npcSystem.WakeNPC(npc.Owner, npc.Comp);
}
_sawmill.Info($"Finished generating dungeon {_gen} with seed {_seed}");
return dungeons;
}
private async Task RunLayer(
List<Dungeon> dungeons,
Vector2i position,
IDunGenLayer layer,
HashSet<Vector2i> reservedTiles,
int seed,
Random random)
{
_sawmill.Debug($"Doing postgen {layer.GetType()} for {_gen} with seed {_seed}");
// If there's a way to just call the methods directly for the love of god tell me.
// Some of these don't care about reservedtiles because they only operate on dungeon tiles (which should
// never be reserved)
// Some may or may not return dungeons.
// It's clamplicated but yeah procgen layering moment I'll take constructive feedback.
switch (layer)
{
case AutoCablingDunGen cabling:
await PostGen(cabling, dungeons[^1], reservedTiles, random);
break;
case BiomeMarkerLayerDunGen markerPost:
await PostGen(markerPost, dungeons[^1], reservedTiles, random);
break;
case BiomeDunGen biome:
await PostGen(biome, dungeons[^1], reservedTiles, random);
break;
case BoundaryWallDunGen boundary:
await PostGen(boundary, dungeons[^1], reservedTiles, random);
break;
case CornerClutterDunGen clutter:
await PostGen(clutter, dungeons[^1], reservedTiles, random);
break;
case CorridorClutterDunGen corClutter:
await PostGen(corClutter, dungeons[^1], reservedTiles, random);
break;
case CorridorDunGen cordor:
await PostGen(cordor, dungeons[^1], reservedTiles, random);
break;
case CorridorDecalSkirtingDunGen decks:
await PostGen(decks, dungeons[^1], reservedTiles, random);
break;
case EntranceFlankDunGen flank:
await PostGen(flank, dungeons[^1], reservedTiles, random);
break;
case ExteriorDunGen exterior:
dungeons.AddRange(await GenerateExteriorDungen(position, exterior, reservedTiles, random));
break;
case FillGridDunGen fill:
await GenerateFillDunGen(fill, dungeons, reservedTiles);
break;
case JunctionDunGen junc:
await PostGen(junc, dungeons[^1], reservedTiles, random);
break;
case MiddleConnectionDunGen dordor:
await PostGen(dordor, dungeons[^1], reservedTiles, random);
break;
case DungeonEntranceDunGen entrance:
await PostGen(entrance, dungeons[^1], reservedTiles, random);
break;
case ExternalWindowDunGen externalWindow:
await PostGen(externalWindow, dungeons[^1], reservedTiles, random);
break;
case InternalWindowDunGen internalWindow:
await PostGen(internalWindow, dungeons[^1], reservedTiles, random);
break;
case MobsDunGen mob:
await PostGen(mob, dungeons[^1], random);
break;
case EntityTableDunGen entityTable:
await PostGen(entityTable, dungeons, reservedTiles, random);
break;
case NoiseDistanceDunGen distance:
dungeons.Add(await GenerateNoiseDistanceDunGen(position, distance, reservedTiles, seed, random));
break;
case NoiseDunGen noise:
dungeons.Add(await GenerateNoiseDunGen(position, noise, reservedTiles, seed, random));
break;
case OreDunGen ore:
await PostGen(ore, dungeons, reservedTiles, random);
break;
case PrefabDunGen prefab:
dungeons.Add(await GeneratePrefabDunGen(position, prefab, reservedTiles, random));
break;
case PrototypeDunGen prototypo:
var groupConfig = _prototype.Index(prototypo.Proto);
position = (position + random.NextPolarVector2(groupConfig.MinOffset, groupConfig.MaxOffset)).Floored();
switch (prototypo.InheritDungeons)
{
case DungeonInheritance.All:
dungeons.AddRange(await GetDungeons(position, groupConfig, groupConfig.Layers, reservedTiles, seed, random, existing: dungeons));
break;
case DungeonInheritance.Last:
dungeons.AddRange(await GetDungeons(position, groupConfig, groupConfig.Layers, reservedTiles, seed, random, existing: dungeons.GetRange(dungeons.Count - 1, 1)));
break;
case DungeonInheritance.None:
dungeons.AddRange(await GetDungeons(position, groupConfig, groupConfig.Layers, reservedTiles, seed, random));
break;
}
break;
case ReplaceTileDunGen replace:
await GenerateTileReplacementDunGen(replace, dungeons, reservedTiles, random);
break;
case RoomEntranceDunGen rEntrance:
await PostGen(rEntrance, dungeons[^1], reservedTiles, random);
break;
case SplineDungeonConnectorDunGen spline:
dungeons.Add(await PostGen(spline, dungeons, reservedTiles, random));
break;
case WallMountDunGen wall:
await PostGen(wall, dungeons[^1], reservedTiles, random);
break;
case WormCorridorDunGen worm:
await PostGen(worm, dungeons[^1], reservedTiles, random);
break;
default:
throw new NotImplementedException();
}
}
private void LogDataError(Type type)
{
_sawmill.Error($"Unable to find dungeon data keys for {type}");
}
[Pure]
private bool ValidateResume()
{
if (_entManager.Deleted(_gridUid))
{
return false;
}
return true;
}
/// <summary>
/// Wrapper around <see cref="Job{T}.SuspendIfOutOfTime"/>
/// </summary>
private async Task SuspendDungeon()
{
if (!TimeSlice)
return;
await SuspendIfOutOfTime();
}
}