using Content.Server.Power.EntitySystems;
using Content.Server.StationRecords;
using Content.Shared.Delivery;
using Content.Shared.EntityTable;
using Robust.Shared.Random;
using Robust.Shared.Timing;
namespace Content.Server.Delivery;
///
/// System for managing deliveries spawned by the mail teleporter.
/// This covers for spawning deliveries.
///
public sealed partial class DeliverySystem
{
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly EntityTableSystem _entityTable = default!;
[Dependency] private readonly PowerReceiverSystem _power = default!;
private void InitializeSpawning()
{
SubscribeLocalEvent(OnDataMapInit);
}
private void OnDataMapInit(Entity ent, ref MapInitEvent args)
{
ent.Comp.NextDelivery = _timing.CurTime + ent.Comp.MinDeliveryCooldown; // We want an early wave of mail so cargo doesn't have to wait
}
private void SpawnDelivery(Entity ent, int amount)
{
if (!Resolve(ent.Owner, ref ent.Comp))
return;
var coords = Transform(ent).Coordinates;
_audio.PlayPvs(ent.Comp.SpawnSound, ent.Owner);
for (int i = 0; i < amount; i++)
{
var spawns = _entityTable.GetSpawns(ent.Comp.Table);
foreach (var id in spawns)
{
Spawn(id, coords);
}
}
}
private void SpawnStationDeliveries(Entity ent)
{
if (!TryComp(ent, out var records))
return;
var spawners = GetValidSpawners(ent);
// Skip if theres no spawners available
if (spawners.Count == 0)
return;
// Skip if there's nobody in crew manifest
if (records.Records.Keys.Count == 0)
return;
// We take the amount of mail calculated based on player amount or the minimum, whichever is higher.
// We don't want stations with less than the player ratio to not get mail at all
var initialDeliveryCount = (int)Math.Ceiling(records.Records.Keys.Count / ent.Comp.PlayerToDeliveryRatio);
var deliveryCount = Math.Max(initialDeliveryCount, ent.Comp.MinimumDeliverySpawn);
if (!ent.Comp.DistributeRandomly)
{
foreach (var spawner in spawners)
{
SpawnDelivery(spawner, deliveryCount);
}
}
else
{
int[] amounts = new int[spawners.Count];
// Distribute items randomly
for (int i = 0; i < deliveryCount; i++)
{
var randomListIndex = _random.Next(spawners.Count);
amounts[randomListIndex]++;
}
for (int j = 0; j < spawners.Count; j++)
{
SpawnDelivery(spawners[j], amounts[j]);
}
}
}
private List GetValidSpawners(Entity ent)
{
var validSpawners = new List();
var spawners = EntityQueryEnumerator();
while (spawners.MoveNext(out var spawnerUid, out _))
{
var spawnerStation = _station.GetOwningStation(spawnerUid);
if (spawnerStation != ent.Owner)
continue;
if (!_power.IsPowered(spawnerUid))
continue;
validSpawners.Add(spawnerUid);
}
return validSpawners;
}
private void UpdateSpawner(float frameTime)
{
var dataQuery = EntityQueryEnumerator();
var curTime = _timing.CurTime;
while (dataQuery.MoveNext(out var uid, out var deliveryData))
{
if (deliveryData.NextDelivery > curTime)
continue;
deliveryData.NextDelivery += _random.Next(deliveryData.MinDeliveryCooldown, deliveryData.MaxDeliveryCooldown); // Random cooldown between min and max
SpawnStationDeliveries((uid, deliveryData));
}
}
}