DeliverySystem.Spawning.cs 4.2 KB

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  1. using Content.Server.Power.EntitySystems;
  2. using Content.Server.StationRecords;
  3. using Content.Shared.Delivery;
  4. using Content.Shared.EntityTable;
  5. using Robust.Shared.Random;
  6. using Robust.Shared.Timing;
  7. namespace Content.Server.Delivery;
  8. /// <summary>
  9. /// System for managing deliveries spawned by the mail teleporter.
  10. /// This covers for spawning deliveries.
  11. /// </summary>
  12. public sealed partial class DeliverySystem
  13. {
  14. [Dependency] private readonly IGameTiming _timing = default!;
  15. [Dependency] private readonly IRobustRandom _random = default!;
  16. [Dependency] private readonly EntityTableSystem _entityTable = default!;
  17. [Dependency] private readonly PowerReceiverSystem _power = default!;
  18. private void InitializeSpawning()
  19. {
  20. SubscribeLocalEvent<CargoDeliveryDataComponent, MapInitEvent>(OnDataMapInit);
  21. }
  22. private void OnDataMapInit(Entity<CargoDeliveryDataComponent> ent, ref MapInitEvent args)
  23. {
  24. ent.Comp.NextDelivery = _timing.CurTime + ent.Comp.MinDeliveryCooldown; // We want an early wave of mail so cargo doesn't have to wait
  25. }
  26. private void SpawnDelivery(Entity<DeliverySpawnerComponent?> ent, int amount)
  27. {
  28. if (!Resolve(ent.Owner, ref ent.Comp))
  29. return;
  30. var coords = Transform(ent).Coordinates;
  31. _audio.PlayPvs(ent.Comp.SpawnSound, ent.Owner);
  32. for (int i = 0; i < amount; i++)
  33. {
  34. var spawns = _entityTable.GetSpawns(ent.Comp.Table);
  35. foreach (var id in spawns)
  36. {
  37. Spawn(id, coords);
  38. }
  39. }
  40. }
  41. private void SpawnStationDeliveries(Entity<CargoDeliveryDataComponent> ent)
  42. {
  43. if (!TryComp<StationRecordsComponent>(ent, out var records))
  44. return;
  45. var spawners = GetValidSpawners(ent);
  46. // Skip if theres no spawners available
  47. if (spawners.Count == 0)
  48. return;
  49. // Skip if there's nobody in crew manifest
  50. if (records.Records.Keys.Count == 0)
  51. return;
  52. // We take the amount of mail calculated based on player amount or the minimum, whichever is higher.
  53. // We don't want stations with less than the player ratio to not get mail at all
  54. var initialDeliveryCount = (int)Math.Ceiling(records.Records.Keys.Count / ent.Comp.PlayerToDeliveryRatio);
  55. var deliveryCount = Math.Max(initialDeliveryCount, ent.Comp.MinimumDeliverySpawn);
  56. if (!ent.Comp.DistributeRandomly)
  57. {
  58. foreach (var spawner in spawners)
  59. {
  60. SpawnDelivery(spawner, deliveryCount);
  61. }
  62. }
  63. else
  64. {
  65. int[] amounts = new int[spawners.Count];
  66. // Distribute items randomly
  67. for (int i = 0; i < deliveryCount; i++)
  68. {
  69. var randomListIndex = _random.Next(spawners.Count);
  70. amounts[randomListIndex]++;
  71. }
  72. for (int j = 0; j < spawners.Count; j++)
  73. {
  74. SpawnDelivery(spawners[j], amounts[j]);
  75. }
  76. }
  77. }
  78. private List<EntityUid> GetValidSpawners(Entity<CargoDeliveryDataComponent> ent)
  79. {
  80. var validSpawners = new List<EntityUid>();
  81. var spawners = EntityQueryEnumerator<DeliverySpawnerComponent>();
  82. while (spawners.MoveNext(out var spawnerUid, out _))
  83. {
  84. var spawnerStation = _station.GetOwningStation(spawnerUid);
  85. if (spawnerStation != ent.Owner)
  86. continue;
  87. if (!_power.IsPowered(spawnerUid))
  88. continue;
  89. validSpawners.Add(spawnerUid);
  90. }
  91. return validSpawners;
  92. }
  93. private void UpdateSpawner(float frameTime)
  94. {
  95. var dataQuery = EntityQueryEnumerator<CargoDeliveryDataComponent>();
  96. var curTime = _timing.CurTime;
  97. while (dataQuery.MoveNext(out var uid, out var deliveryData))
  98. {
  99. if (deliveryData.NextDelivery > curTime)
  100. continue;
  101. deliveryData.NextDelivery += _random.Next(deliveryData.MinDeliveryCooldown, deliveryData.MaxDeliveryCooldown); // Random cooldown between min and max
  102. SpawnStationDeliveries((uid, deliveryData));
  103. }
  104. }
  105. }