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- using System.Linq;
- using Content.Server.Administration;
- using Content.Server.GameTicking;
- using Content.Server.GameTicking.Rules;
- using Content.Server.StationEvents.Components;
- using Content.Shared.Administration;
- using Content.Shared.EntityTable;
- using Content.Shared.GameTicking.Components;
- using JetBrains.Annotations;
- using Robust.Shared.Prototypes;
- using Robust.Shared.Random;
- using Robust.Shared.Toolshed;
- using Robust.Shared.Utility;
- namespace Content.Server.StationEvents
- {
- /// <summary>
- /// The basic event scheduler rule, loosely based off of /tg/ events, which most
- /// game presets use.
- /// </summary>
- [UsedImplicitly]
- public sealed class BasicStationEventSchedulerSystem : GameRuleSystem<BasicStationEventSchedulerComponent>
- {
- [Dependency] private readonly IRobustRandom _random = default!;
- [Dependency] private readonly EventManagerSystem _event = default!;
- protected override void Started(EntityUid uid, BasicStationEventSchedulerComponent component, GameRuleComponent gameRule,
- GameRuleStartedEvent args)
- {
- // A little starting variance so schedulers dont all proc at once.
- component.TimeUntilNextEvent = RobustRandom.NextFloat(component.MinimumTimeUntilFirstEvent, component.MinimumTimeUntilFirstEvent + 120);
- }
- protected override void Ended(EntityUid uid, BasicStationEventSchedulerComponent component, GameRuleComponent gameRule,
- GameRuleEndedEvent args)
- {
- component.TimeUntilNextEvent = component.MinimumTimeUntilFirstEvent;
- }
- public override void Update(float frameTime)
- {
- base.Update(frameTime);
- if (!_event.EventsEnabled)
- return;
- var query = EntityQueryEnumerator<BasicStationEventSchedulerComponent, GameRuleComponent>();
- while (query.MoveNext(out var uid, out var eventScheduler, out var gameRule))
- {
- if (!GameTicker.IsGameRuleActive(uid, gameRule))
- continue;
- if (eventScheduler.TimeUntilNextEvent > 0)
- {
- eventScheduler.TimeUntilNextEvent -= frameTime;
- continue;
- }
- _event.RunRandomEvent(eventScheduler.ScheduledGameRules);
- ResetTimer(eventScheduler);
- }
- }
- /// <summary>
- /// Reset the event timer once the event is done.
- /// </summary>
- private void ResetTimer(BasicStationEventSchedulerComponent component)
- {
- component.TimeUntilNextEvent = component.MinMaxEventTiming.Next(_random);
- }
- }
- [ToolshedCommand, AdminCommand(AdminFlags.Debug)]
- public sealed class StationEventCommand : ToolshedCommand
- {
- private EventManagerSystem? _stationEvent;
- private EntityTableSystem? _entityTable;
- private IComponentFactory? _compFac;
- private IRobustRandom? _random;
- /// <summary>
- /// Estimates the expected number of times an event will run over the course of X rounds, taking into account weights and
- /// how many events are expected to run over a given timeframe for a given playercount by repeatedly simulating rounds.
- /// Effectively /100 (if you put 100 rounds) = probability an event will run per round.
- /// </summary>
- /// <remarks>
- /// This isn't perfect. Code path eventually goes into <see cref="EventManagerSystem.CanRun"/>, which requires
- /// state from <see cref="GameTicker"/>. As a result, you should probably just run this locally and not doing
- /// a real round (it won't pollute the state, but it will get contaminated by previously ran events in the actual round)
- /// and things like `MaxOccurrences` and `ReoccurrenceDelay` won't be respected.
- ///
- /// I consider these to not be that relevant to the analysis here though (and I don't want most uses of them
- /// to even exist) so I think it's fine.
- /// </remarks>
- [CommandImplementation("simulate")]
- public IEnumerable<(string, float)> Simulate(EntityPrototype eventScheduler, int rounds, int playerCount, float roundEndMean, float roundEndStdDev)
- {
- _stationEvent ??= GetSys<EventManagerSystem>();
- _entityTable ??= GetSys<EntityTableSystem>();
- _compFac ??= IoCManager.Resolve<IComponentFactory>();
- _random ??= IoCManager.Resolve<IRobustRandom>();
- var occurrences = new Dictionary<string, int>();
- foreach (var ev in _stationEvent.AllEvents())
- {
- occurrences.Add(ev.Key.ID, 0);
- }
- if (!eventScheduler.TryGetComponent<BasicStationEventSchedulerComponent>(out var basicScheduler, _compFac))
- {
- return occurrences.Select(p => (p.Key, (float)p.Value)).OrderByDescending(p => p.Item2);
- }
- var compMinMax = basicScheduler.MinMaxEventTiming; // we gotta do this since we cant execute on comp w/o an ent.
- for (var i = 0; i < rounds; i++)
- {
- var curTime = TimeSpan.Zero;
- var randomEndTime = _random.NextGaussian(roundEndMean, roundEndStdDev) * 60; // *60 = minutes to seconds
- if (randomEndTime <= 0)
- continue;
- while (curTime.TotalSeconds < randomEndTime)
- {
- // sim an event
- curTime += TimeSpan.FromSeconds(compMinMax.Next(_random));
- if (!_stationEvent.TryBuildLimitedEvents(basicScheduler.ScheduledGameRules, out var selectedEvents))
- {
- continue; // doesnt break because maybe the time is preventing events being available.
- }
- var available = _stationEvent.AvailableEvents(false, playerCount, curTime);
- var plausibleEvents = new Dictionary<EntityPrototype, StationEventComponent>(available.Intersect(selectedEvents)); // C# makes me sad
- var ev = _stationEvent.FindEvent(plausibleEvents);
- if (ev == null)
- continue;
- occurrences[ev] += 1;
- }
- }
- return occurrences.Select(p => (p.Key, (float) p.Value)).OrderByDescending(p => p.Item2);
- }
- [CommandImplementation("lsprob")]
- public IEnumerable<(string, float)> LsProb(EntityPrototype eventScheduler)
- {
- _compFac ??= IoCManager.Resolve<IComponentFactory>();
- _stationEvent ??= GetSys<EventManagerSystem>();
- if (!eventScheduler.TryGetComponent<BasicStationEventSchedulerComponent>(out var basicScheduler, _compFac))
- yield break;
- if (!_stationEvent.TryBuildLimitedEvents(basicScheduler.ScheduledGameRules, out var events))
- yield break;
- var totalWeight = events.Sum(x => x.Value.Weight); // Well this shit definitely isnt correct now, and I see no way to make it correct.
- // Its probably *fine* but it wont be accurate if the EntityTableSelector does any subsetting.
- foreach (var (proto, comp) in events) // The only solution I see is to do a simulation, and we already have that, so...!
- {
- yield return (proto.ID, comp.Weight / totalWeight);
- }
- }
- [CommandImplementation("lsprobtime")]
- public IEnumerable<(string, float)> LsProbTime(EntityPrototype eventScheduler, float time)
- {
- _compFac ??= IoCManager.Resolve<IComponentFactory>();
- _stationEvent ??= GetSys<EventManagerSystem>();
- if (!eventScheduler.TryGetComponent<BasicStationEventSchedulerComponent>(out var basicScheduler, _compFac))
- yield break;
- if (!_stationEvent.TryBuildLimitedEvents(basicScheduler.ScheduledGameRules, out var untimedEvents))
- yield break;
- var events = untimedEvents.Where(pair => pair.Value.EarliestStart <= time).ToList();
- var totalWeight = events.Sum(x => x.Value.Weight); // same subsetting issue as lsprob.
- foreach (var (proto, comp) in events)
- {
- yield return (proto.ID, comp.Weight / totalWeight);
- }
- }
- [CommandImplementation("prob")]
- public float Prob(EntityPrototype eventScheduler, string eventId)
- {
- _compFac ??= IoCManager.Resolve<IComponentFactory>();
- _stationEvent ??= GetSys<EventManagerSystem>();
- if (!eventScheduler.TryGetComponent<BasicStationEventSchedulerComponent>(out var basicScheduler, _compFac))
- return 0f;
- if (!_stationEvent.TryBuildLimitedEvents(basicScheduler.ScheduledGameRules, out var events))
- return 0f;
- var totalWeight = events.Sum(x => x.Value.Weight); // same subsetting issue as lsprob.
- var weight = 0f;
- if (events.TryFirstOrNull(p => p.Key.ID == eventId, out var pair))
- {
- weight = pair.Value.Value.Weight;
- }
- return weight / totalWeight;
- }
- }
- }
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