GatewayGeneratorSystem.cs 8.0 KB

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  1. using System.Linq;
  2. using Content.Server.Gateway.Components;
  3. using Content.Server.Parallax;
  4. using Content.Server.Procedural;
  5. using Content.Shared.CCVar;
  6. using Content.Shared.Dataset;
  7. using Content.Shared.Maps;
  8. using Content.Shared.Parallax.Biomes;
  9. using Content.Shared.Procedural;
  10. using Content.Shared.Salvage;
  11. using Robust.Shared.Configuration;
  12. using Robust.Shared.Map;
  13. using Robust.Shared.Map.Components;
  14. using Robust.Shared.Prototypes;
  15. using Robust.Shared.Random;
  16. using Robust.Shared.Timing;
  17. using Robust.Shared.Utility;
  18. namespace Content.Server.Gateway.Systems;
  19. /// <summary>
  20. /// Generates gateway destinations regularly and indefinitely that can be chosen from.
  21. /// </summary>
  22. public sealed class GatewayGeneratorSystem : EntitySystem
  23. {
  24. [Dependency] private readonly IConfigurationManager _cfgManager = default!;
  25. [Dependency] private readonly IGameTiming _timing = default!;
  26. [Dependency] private readonly IMapManager _mapManager = default!;
  27. [Dependency] private readonly IPrototypeManager _protoManager = default!;
  28. [Dependency] private readonly IRobustRandom _random = default!;
  29. [Dependency] private readonly ITileDefinitionManager _tileDefManager = default!;
  30. [Dependency] private readonly BiomeSystem _biome = default!;
  31. [Dependency] private readonly DungeonSystem _dungeon = default!;
  32. [Dependency] private readonly GatewaySystem _gateway = default!;
  33. [Dependency] private readonly MetaDataSystem _metadata = default!;
  34. [Dependency] private readonly SharedMapSystem _maps = default!;
  35. [Dependency] private readonly SharedSalvageSystem _salvage = default!;
  36. [Dependency] private readonly TileSystem _tile = default!;
  37. [ValidatePrototypeId<LocalizedDatasetPrototype>]
  38. private const string PlanetNames = "NamesBorer";
  39. // TODO:
  40. // Fix shader some more
  41. // Show these in UI
  42. // Use regular mobs for thingo.
  43. // Use salvage mission params
  44. // Add the funny song
  45. // Put salvage params in the UI
  46. // Re-use salvage config stuff for the RNG
  47. // Have it in the UI like expeditions.
  48. // Also add weather coz it's funny.
  49. // Add songs (incl. the downloaded one) to the ambient music playlist for planet probably.
  50. // Copy most of salvage mission spawner
  51. public override void Initialize()
  52. {
  53. base.Initialize();
  54. SubscribeLocalEvent<GatewayGeneratorComponent, MapInitEvent>(OnGeneratorMapInit);
  55. SubscribeLocalEvent<GatewayGeneratorComponent, ComponentShutdown>(OnGeneratorShutdown);
  56. SubscribeLocalEvent<GatewayGeneratorDestinationComponent, AttemptGatewayOpenEvent>(OnGeneratorAttemptOpen);
  57. SubscribeLocalEvent<GatewayGeneratorDestinationComponent, GatewayOpenEvent>(OnGeneratorOpen);
  58. }
  59. private void OnGeneratorShutdown(EntityUid uid, GatewayGeneratorComponent component, ComponentShutdown args)
  60. {
  61. foreach (var genUid in component.Generated)
  62. {
  63. if (Deleted(genUid))
  64. continue;
  65. QueueDel(genUid);
  66. }
  67. }
  68. private void OnGeneratorMapInit(EntityUid uid, GatewayGeneratorComponent generator, MapInitEvent args)
  69. {
  70. if (!_cfgManager.GetCVar(CCVars.GatewayGeneratorEnabled))
  71. return;
  72. generator.NextUnlock = TimeSpan.FromMinutes(5);
  73. for (var i = 0; i < 3; i++)
  74. {
  75. GenerateDestination(uid, generator);
  76. }
  77. }
  78. private void GenerateDestination(EntityUid uid, GatewayGeneratorComponent? generator = null)
  79. {
  80. if (!Resolve(uid, ref generator))
  81. return;
  82. var tileDef = _tileDefManager["FloorSteel"];
  83. const int MaxOffset = 256;
  84. var tiles = new List<(Vector2i Index, Tile Tile)>();
  85. var seed = _random.Next();
  86. var random = new Random(seed);
  87. var mapId = _mapManager.CreateMap();
  88. var mapUid = _mapManager.GetMapEntityId(mapId);
  89. var gatewayName = _salvage.GetFTLName(_protoManager.Index<LocalizedDatasetPrototype>(PlanetNames), seed);
  90. _metadata.SetEntityName(mapUid, gatewayName);
  91. var origin = new Vector2i(random.Next(-MaxOffset, MaxOffset), random.Next(-MaxOffset, MaxOffset));
  92. var restricted = new RestrictedRangeComponent
  93. {
  94. Origin = origin
  95. };
  96. AddComp(mapUid, restricted);
  97. _biome.EnsurePlanet(mapUid, _protoManager.Index<BiomeTemplatePrototype>("Continental"), seed);
  98. var grid = Comp<MapGridComponent>(mapUid);
  99. for (var x = -2; x <= 2; x++)
  100. {
  101. for (var y = -2; y <= 2; y++)
  102. {
  103. tiles.Add((new Vector2i(x, y) + origin, new Tile(tileDef.TileId, variant: _tile.PickVariant((ContentTileDefinition) tileDef, random))));
  104. }
  105. }
  106. // Clear area nearby as a sort of landing pad.
  107. _maps.SetTiles(mapUid, grid, tiles);
  108. _metadata.SetEntityName(mapUid, gatewayName);
  109. var originCoords = new EntityCoordinates(mapUid, origin);
  110. var genDest = AddComp<GatewayGeneratorDestinationComponent>(mapUid);
  111. genDest.Origin = origin;
  112. genDest.Seed = seed;
  113. genDest.Generator = uid;
  114. // Create the gateway.
  115. var gatewayUid = SpawnAtPosition(generator.Proto, originCoords);
  116. var gatewayComp = Comp<GatewayComponent>(gatewayUid);
  117. _gateway.SetDestinationName(gatewayUid, FormattedMessage.FromMarkupOrThrow($"[color=#D381C996]{gatewayName}[/color]"), gatewayComp);
  118. _gateway.SetEnabled(gatewayUid, true, gatewayComp);
  119. generator.Generated.Add(mapUid);
  120. }
  121. private void OnGeneratorAttemptOpen(Entity<GatewayGeneratorDestinationComponent> ent, ref AttemptGatewayOpenEvent args)
  122. {
  123. if (ent.Comp.Loaded || args.Cancelled)
  124. return;
  125. if (!TryComp(ent.Comp.Generator, out GatewayGeneratorComponent? generatorComp))
  126. return;
  127. if (generatorComp.NextUnlock + _metadata.GetPauseTime(ent.Owner) <= _timing.CurTime)
  128. return;
  129. args.Cancelled = true;
  130. }
  131. private void OnGeneratorOpen(Entity<GatewayGeneratorDestinationComponent> ent, ref GatewayOpenEvent args)
  132. {
  133. if (ent.Comp.Loaded)
  134. return;
  135. if (TryComp(ent.Comp.Generator, out GatewayGeneratorComponent? generatorComp))
  136. {
  137. generatorComp.NextUnlock = _timing.CurTime + generatorComp.UnlockCooldown;
  138. _gateway.UpdateAllGateways();
  139. // Generate another destination to keep them going.
  140. GenerateDestination(ent.Comp.Generator);
  141. }
  142. if (!TryComp(args.MapUid, out MapGridComponent? grid))
  143. return;
  144. ent.Comp.Locked = false;
  145. ent.Comp.Loaded = true;
  146. // Do dungeon
  147. var seed = ent.Comp.Seed;
  148. var origin = ent.Comp.Origin;
  149. var random = new Random(seed);
  150. var dungeonDistance = random.Next(3, 6);
  151. var dungeonRotation = _dungeon.GetDungeonRotation(seed);
  152. var dungeonPosition = (origin + dungeonRotation.RotateVec(new Vector2i(0, dungeonDistance))).Floored();
  153. _dungeon.GenerateDungeon(_protoManager.Index<DungeonConfigPrototype>("Experiment"), args.MapUid, grid, dungeonPosition, seed);
  154. // TODO: Dungeon mobs + loot.
  155. // Do markers on the map.
  156. if (TryComp(ent.Owner, out BiomeComponent? biomeComp) && generatorComp != null)
  157. {
  158. // - Loot
  159. var lootLayers = generatorComp.LootLayers.ToList();
  160. for (var i = 0; i < generatorComp.LootLayerCount; i++)
  161. {
  162. var layerIdx = random.Next(lootLayers.Count);
  163. var layer = lootLayers[layerIdx];
  164. lootLayers.RemoveSwap(layerIdx);
  165. _biome.AddMarkerLayer(ent.Owner, biomeComp, layer.Id);
  166. }
  167. // - Mobs
  168. var mobLayers = generatorComp.MobLayers.ToList();
  169. for (var i = 0; i < generatorComp.MobLayerCount; i++)
  170. {
  171. var layerIdx = random.Next(mobLayers.Count);
  172. var layer = mobLayers[layerIdx];
  173. mobLayers.RemoveSwap(layerIdx);
  174. _biome.AddMarkerLayer(ent.Owner, biomeComp, layer.Id);
  175. }
  176. }
  177. }
  178. }