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New psionic ablility: Precognition (#2131)
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* TESTING enable events for dev enviroment

* Add NextEventComponent

* Check for schedulers NextEventComponent

* Seperate gernateing event to its own method

* Add NextEventSystem and use in BasicStationEventSchedulerSystem

* TESTING: Override time and player restrictions

* Stash events in NextEventComponent (#1)

* Add NextEventComponent

* Check for schedulers NextEventComponent

* Seperate gernateing event to its own method

* Add NextEventSystem and use in BasicStationEventSchedulerSystem

* Format code

* Add nextEvent time perdiction

* Use RunTime instead of float minutes

* Bug fixes

* Add NextEvent to Ramping and Meteors

* Fix timing on BasticStationEvents

* initialize NextEventComponent when created

* Event scheduler caching (#2)

* Check for schedulers NextEventComponent

* Seperate gernateing event to its own method

* Add NextEventSystem and use in BasicStationEventSchedulerSystem

* Format code

* Add nextEvent time perdiction

* Use RunTime instead of float minutes

* Bug fixes

* Add NextEvent to Ramping and Meteors

* Fix timing on BasticStationEvents

* initialize NextEventComponent when created

---------

Signed-off-by: SolStar <[email protected]>

* Revert "Event scheduler caching (#2)"

This reverts commit bf9cd26.

* Revert "Merge branch 'seer' into stash-next-event"

This reverts commit 656ca26, reversing
changes made to 36f45be.

* Revert "Caching next exent"

This reverts commit 9f1bee4, reversing
changes made to 82678d9.

* Reapply "Event scheduler caching (#2)"

This reverts commit 82678d9.

* More merge conflict nonsence

* oops

* oops 2

* Oops 3

* Precognition Psionic ability (#3)

* Precognition ability added

* Precog get next event

* Get soonest event and display

* update prototypes with precog results

* Add random

* Use Timespan for UseDelay

* Damage breaks doafter

* typo

* fix localization

* fix do after

* Add effects durring do after

* Revert "TESTING enable events for dev enviroment"

This reverts commit 0345313.

* Revert testing changes

* add deltav comments

* Cleaning up!

* Move NextEvent to server space

* Fix NextEventId init value

* Reverted upstream file to block scoped namespace

* Add precognitnon result messages

* reverting testing changes for real

* Add admin alert for upcoming events

* Add sound effect

* make alert more subtule

* extended max window size

* fix message mixup

* yaml fixes

* more yaml fixes

* Delta Changes

* totaly a yaml error trust

* remove unsessesary weights

---------

Signed-off-by: SolStar <[email protected]>
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ewokswagger authored Dec 19, 2024
1 parent 6e72bde commit d5716a8
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Showing 26 changed files with 637 additions and 16 deletions.
232 changes: 232 additions & 0 deletions Content.Server/DeltaV/Abilities/Psionics/PrecognitionPowerSystem.cs
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using Content.Server.Chat.Managers;
using Content.Server.DoAfter;
using Content.Server.DeltaV.StationEvents.NextEvent;
using Content.Server.GameTicking;
using Content.Server.Mind;
using Content.Shared.Abilities.Psionics;
using Content.Shared.Actions.Events;
using Content.Shared.Actions;
using Content.Shared.DoAfter;
using Content.Shared.Eye.Blinding.Components;
using Content.Shared.Popups;
using Content.Shared.Psionics.Events;
using Content.Shared.StatusEffect;
using Content.Shared.Stunnable;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Timing;
using Robust.Shared.Player;

namespace Content.Server.Abilities.Psionics;

public sealed class PrecognitionPowerSystem : EntitySystem
{
[Dependency] private readonly DoAfterSystem _doAfterSystem = default!;
[Dependency] private readonly GameTicker _gameTicker = default!;
[Dependency] private readonly MindSystem _mind = default!;
[Dependency] private readonly SharedActionsSystem _actions = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedPopupSystem _popups = default!;
[Dependency] private readonly SharedPsionicAbilitiesSystem _psionics = default!;
[Dependency] private readonly StatusEffectsSystem _statusEffects = default!;
[Dependency] private readonly IChatManager _chat = default!;
[Dependency] private readonly IComponentFactory _factory = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly IPrototypeManager _prototype = default!;
[Dependency] private readonly IRobustRandom _random = default!;

public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<PrecognitionPowerComponent, MapInitEvent>(OnMapInit);
SubscribeLocalEvent<PrecognitionPowerComponent, ComponentShutdown>(OnShutdown);
SubscribeLocalEvent<PrecognitionPowerComponent, PrecognitionPowerActionEvent>(OnPowerUsed);
SubscribeLocalEvent<PrecognitionPowerComponent, PrecognitionDoAfterEvent>(OnDoAfter);
}

private void OnMapInit(Entity<PrecognitionPowerComponent> ent, ref MapInitEvent args)
{
ent.Comp.AllResults = GetAllPrecognitionResults();
_actions.AddAction(ent, ref ent.Comp.PrecognitionActionEntity, ent.Comp.PrecognitionActionId);
_actions.StartUseDelay(ent.Comp.PrecognitionActionEntity);
if (TryComp<PsionicComponent>(ent, out var psionic) && psionic.PsionicAbility == null)
{
psionic.PsionicAbility = ent.Comp.PrecognitionActionEntity;
psionic.ActivePowers.Add(ent.Comp);
}
}

private void OnShutdown(EntityUid uid, PrecognitionPowerComponent component, ComponentShutdown args)
{
_actions.RemoveAction(uid, component.PrecognitionActionEntity);
if (TryComp<PsionicComponent>(uid, out var psionic))
psionic.ActivePowers.Remove(component);
}

private void OnPowerUsed(EntityUid uid, PrecognitionPowerComponent component, PrecognitionPowerActionEvent args)
{
var ev = new PrecognitionDoAfterEvent(_gameTiming.CurTime);
var doAfterArgs = new DoAfterArgs(EntityManager, uid, component.UseDelay, ev, uid)
{
BreakOnDamage = true
};

// A custom shader for seeing visions would be nice but this will do for now.
_statusEffects.TryAddStatusEffect<TemporaryBlindnessComponent>(uid, "TemporaryBlindness", component.UseDelay, true);
_statusEffects.TryAddStatusEffect<SlowedDownComponent>(uid, "SlowedDown", component.UseDelay, true);

_doAfterSystem.TryStartDoAfter(doAfterArgs, out var doAfterId);
component.DoAfter = doAfterId;

var player = _audio.PlayGlobal(component.VisionSound, Filter.Entities(uid), true);
if (player != null)
component.SoundStream = player.Value.Entity;
_psionics.LogPowerUsed(uid, "Precognition");
args.Handled = true;
}

/// <summary>
/// Upon completion will send a message to the user corrosponding to the next station event to occour.
/// </summary>
/// <param name="uid"></param>
/// <param name="component"></param>
/// <param name="args"></param>
private void OnDoAfter(EntityUid uid, PrecognitionPowerComponent component, PrecognitionDoAfterEvent args)
{
if (args.Handled)
return;

if (args.Cancelled)
{
// Need to clean up the applied effects in case of cancel and alert the player.
component.SoundStream = _audio.Stop(component.SoundStream);
_statusEffects.TryRemoveStatusEffect(uid, "TemporaryBlindness");
_statusEffects.TryRemoveStatusEffect(uid, "SlowedDown");

_popups.PopupEntity(
Loc.GetString("psionic-power-precognition-failure-by-damage"),
uid,
uid,
PopupType.SmallCaution);

if (_actions.TryGetActionData(component.PrecognitionActionEntity, out var actionData))
// If canceled give a short delay before being able to try again
actionData.Cooldown =
(_gameTicker.RoundDuration(),
_gameTicker.RoundDuration() + TimeSpan.FromSeconds(15));
return;
}

// Determines the window that will be looked at for events, avoiding events that are too close or too far to be useful.
var minDetectWindow = TimeSpan.FromSeconds(30);
var maxDetectWindow = TimeSpan.FromMinutes(10);
string? message = null;

if (!_mind.TryGetMind(uid, out _, out var mindComponent) || mindComponent.Session == null)
return;

var nextEvent = (FindEarliestNextEvent(minDetectWindow, maxDetectWindow));
if (nextEvent == null) // A special message given if there is no event within the time window.
message = "psionic-power-precognition-no-event-result-message";

if (nextEvent != null && nextEvent.NextEventId != null)
message = GetResultMessage(nextEvent.NextEventId, component);

if (_random.Prob(component.RandomResultChance)) // This will replace the proper result message with a random one occasionaly to simulate some unreliablity.
message = GetRandomResult();

if (string.IsNullOrEmpty(message)) // If there is no message to send don't bother trying to send it.
return;

// Send a message describing the vision they see
message = Loc.GetString(message);
_chat.ChatMessageToOne(Shared.Chat.ChatChannel.Server,
message,
Loc.GetString("chat-manager-server-wrap-message", ("message", message)),
uid,
false,
mindComponent.Session.Channel,
Color.PaleVioletRed);

component.DoAfter = null;
}

/// <summary>
/// Gets the precognition result message corosponding to the passed event id.
/// </summary>
/// <returns>message string corosponding to the event id passed</returns>
private string GetResultMessage(EntProtoId? eventId, PrecognitionPowerComponent component)
{
foreach (var (eventProto, precognitionResult) in component.AllResults)
{
if (eventProto.ID == eventId && precognitionResult != null)
return precognitionResult.Message;
}
Log.Error($"Prototype {eventId} does not have an associated precognitionResult!");
return string.Empty;
}

/// <summary>
/// </summary>
/// <returns>The localized string of a weighted randomly chosen precognition result</returns>
public string? GetRandomResult()
{
var precognitionResults = GetAllPrecognitionResults();
var sumOfWeights = 0;
foreach (var precognitionResult in precognitionResults.Values)
sumOfWeights += (int)precognitionResult.Weight;

sumOfWeights = _random.Next(sumOfWeights);
foreach (var precognitionResult in precognitionResults.Values)
{
sumOfWeights -= (int)precognitionResult.Weight;

if (sumOfWeights <= 0)
return precognitionResult.Message;
}

Log.Error("Result was not found after weighted pick process!");
return null;
}

/// <summary>
/// Gets the soonest nextEvent to occur within the window.
/// </summary>
/// <param name="minDetectWindow"></param> The earliest reletive time that will be return a nextEvent
/// <param name="maxDetectWindow"></param> The latest reletive latest time that will be return a nextEvent
/// <returns>Component for the next event to occour if one exists in the window.</returns>
private NextEventComponent? FindEarliestNextEvent(TimeSpan minDetectWindow, TimeSpan maxDetectWindow)
{
TimeSpan? earliestNextEventTime = null;
NextEventComponent? earliestNextEvent = null;
var query = EntityQueryEnumerator<NextEventComponent>();
while (query.MoveNext(out var nextEventComponent))
{
// Update if the event is the most recent event that isnt too close or too far from happening to be of use
if (nextEventComponent.NextEventTime > _gameTicker.RoundDuration() + minDetectWindow
&& nextEventComponent.NextEventTime < _gameTicker.RoundDuration() + maxDetectWindow
&& earliestNextEvent == null
|| nextEventComponent.NextEventTime < earliestNextEventTime)
earliestNextEvent ??= nextEventComponent;
}
return earliestNextEvent;
}

public Dictionary<EntityPrototype, PrecognitionResultComponent> GetAllPrecognitionResults()
{
var allEvents = new Dictionary<EntityPrototype, PrecognitionResultComponent>();
foreach (var prototype in _prototype.EnumeratePrototypes<EntityPrototype>())
{
if (prototype.Abstract)
continue;

if (!prototype.TryGetComponent<PrecognitionResultComponent>(out var precognitionResult, _factory))
continue;

allEvents.Add(prototype, precognitionResult);
}

return allEvents;
}
}
Original file line number Diff line number Diff line change
@@ -0,0 +1,19 @@
using Robust.Shared.Prototypes;

namespace Content.Server.DeltaV.StationEvents.NextEvent;

[RegisterComponent, Access(typeof(NextEventSystem))]
public sealed partial class NextEventComponent : Component
{
/// <summary>
/// Id of the next event that will be run by EventManagerSystem.
/// </summary>
[DataField]
public EntProtoId? NextEventId;

/// <summary>
/// Round time of the scheduler's next station event.
/// </summary>
[DataField]
public TimeSpan NextEventTime;
}
18 changes: 18 additions & 0 deletions Content.Server/DeltaV/StationEvents/NextEvent/NextEventSystem.cs
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@@ -0,0 +1,18 @@
using Content.Server.DeltaV.StationEvents.NextEvent;
using Robust.Shared.Prototypes;

namespace Content.Server.DeltaV.StationEvents.NextEvent;

public sealed class NextEventSystem : EntitySystem
{
/// <summary>
/// Updates the NextEventComponent with the provided id and time and returns the previously stored id.
/// </summary>
public EntProtoId? UpdateNextEvent(NextEventComponent component, EntProtoId newEventId, TimeSpan newEventTime)
{
EntProtoId? oldEventId = component.NextEventId; // Store components current NextEventId for return
component.NextEventId = newEventId;
component.NextEventTime = newEventTime;
return oldEventId;
}
}
33 changes: 33 additions & 0 deletions Content.Server/StationEvents/BasicStationEventSchedulerSystem.cs
Original file line number Diff line number Diff line change
@@ -1,5 +1,7 @@
using System.Linq;
using Content.Server.Administration;
using Content.Server.Chat.Managers; // DeltaV
using Content.Server.DeltaV.StationEvents.NextEvent; // DeltaV
using Content.Server.GameTicking;
using Content.Server.GameTicking.Rules;
using Content.Server.StationEvents.Components;
Expand All @@ -9,6 +11,7 @@
using JetBrains.Annotations;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Timing; // DeltaV
using Robust.Shared.Toolshed;
using Robust.Shared.Utility;

Expand All @@ -21,14 +24,27 @@ namespace Content.Server.StationEvents
[UsedImplicitly]
public sealed class BasicStationEventSchedulerSystem : GameRuleSystem<BasicStationEventSchedulerComponent>
{
[Dependency] private readonly IChatManager _chatManager = default!; // DeltaV
[Dependency] private readonly IGameTiming _timing = default!; // DeltaV
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly EventManagerSystem _event = default!;
[Dependency] private readonly NextEventSystem _next = default!; // DeltaV

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);

// DeltaV - end init NextEventComp
if (TryComp<NextEventComponent>(uid, out var nextEventComponent)
&& _event.TryGenerateRandomEvent(component.ScheduledGameRules, out string? firstEvent, TimeSpan.FromSeconds(component.TimeUntilNextEvent))
&& firstEvent != null)
{
_chatManager.SendAdminAlert(Loc.GetString("station-event-system-run-event-delayed", ("eventName", firstEvent), ("seconds", (int)component.TimeUntilNextEvent)));
_next.UpdateNextEvent(nextEventComponent, firstEvent, TimeSpan.FromSeconds(component.TimeUntilNextEvent));
}
// DeltaV - end init NextEventComp
}

protected override void Ended(EntityUid uid, BasicStationEventSchedulerComponent component, GameRuleComponent gameRule,
Expand Down Expand Up @@ -57,6 +73,23 @@ public override void Update(float frameTime)
continue;
}

// DeltaV events using NextEventComponent
if (TryComp<NextEventComponent>(uid, out var nextEventComponent)) // If there is a nextEventComponent use the stashed event instead of running it directly.
{
ResetTimer(eventScheduler); // Time needs to be reset ahead of time since we need to chose events based on the next time it will run.
var nextEventTime = _timing.CurTime + TimeSpan.FromSeconds(eventScheduler.TimeUntilNextEvent);
if (!_event.TryGenerateRandomEvent(eventScheduler.ScheduledGameRules, out string? generatedEvent, nextEventTime))
continue;
_chatManager.SendAdminAlert(Loc.GetString("station-event-system-run-event-delayed", ("eventName", generatedEvent), ("seconds", (int)eventScheduler.TimeUntilNextEvent)));
// Cycle the stashed event with the new generated event and time.
string? storedEvent = _next.UpdateNextEvent(nextEventComponent, generatedEvent, nextEventTime);
if (string.IsNullOrEmpty(storedEvent)) //If there was no stored event don't try to run it.
continue;
GameTicker.AddGameRule(storedEvent);
continue;
}
// DeltaV end events using NextEventComponent

_event.RunRandomEvent(eventScheduler.ScheduledGameRules);
ResetTimer(eventScheduler);
}
Expand Down
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