Files
EscapistsReintroduced/addons/intel/Scripts/Game/ERR/ERR_IntelReroll.c
T

174 lines
5.5 KiB
C

// Adapted from the owner's Escapists Intel reroll: snapshot the cohort/chance,
// wait for accepted native operations, and process a bounded amount each tick.
class ERR_IntelRerollEntry
{
ref ERR_IntelInsertCallback Operation;
IEntity Actor;
IEntity Removing;
int Attempts;
string WaitingFor = "inventory";
bool GiveIntel;
bool Inserting;
bool Accepted;
bool Done;
}
class ERR_IntelReroll
{
protected ERR_GameMode m_Mode;
protected ERR_IntelService m_Service;
protected ref array<ref ERR_IntelRerollEntry> m_Entries = {};
protected int m_Percent;
protected int m_Next;
protected int m_Completed;
protected int m_Failed;
protected int m_Skipped;
protected bool m_Cancelled;
void ERR_IntelReroll(ERR_GameMode mode, ERR_IntelService service, int percent)
{
m_Mode = mode;
m_Service = service;
m_Percent = percent;
}
void Add(IEntity actor)
{
ERR_IntelRerollEntry entry = new ERR_IntelRerollEntry();
entry.Actor = actor;
entry.GiveIntel = Math.RandomInt(0, 100) < m_Percent;
m_Entries.Insert(entry);
}
bool Running() { return !m_Cancelled && m_Completed < m_Entries.Count(); }
void Tick()
{
if (!Replication.IsServer() || !Running()) return;
// Round-robin visits keep delayed inventory operations from starving others.
int budget = Math.Min(8, m_Entries.Count());
while (budget-- > 0)
{
if (m_Next >= m_Entries.Count()) m_Next = 0;
ERR_IntelRerollEntry entry = m_Entries[m_Next++];
if (!entry.Done) Process(entry);
}
}
protected void Finish(ERR_IntelRerollEntry entry, bool failed = false, bool skipped = false)
{
entry.Done = true;
entry.Removing = null;
m_Completed++;
if (failed) m_Failed++;
if (skipped) m_Skipped++;
}
protected void Fail(ERR_IntelRerollEntry entry, string reason)
{
Print(string.Format("Rereintroduced [intel]: reroll failed reason=%1 actor=%2 attempts=%3", reason, entry.Actor.GetID(), entry.Attempts), LogLevel.WARNING);
Finish(entry, true);
}
protected void Process(ERR_IntelRerollEntry entry)
{
if (!ERR_Actors.Alive(entry.Actor) || ERR_Actors.Player(entry.Actor))
{
if (entry.Accepted) m_Service.Unsettled(entry.Actor);
Finish(entry, false, true);
return;
}
entry.Attempts++;
if (entry.Attempts > 30)
{
// A timed-out accepted insertion can still finish inside the engine.
// Keep its actor quarantined for the remainder of this round.
if (entry.Accepted) m_Service.Unsettled(entry.Actor);
Fail(entry, "timeout-" + entry.WaitingFor);
return;
}
SCR_InventoryStorageManagerComponent inventory = SCR_InventoryStorageManagerComponent.Cast(entry.Actor.FindComponent(SCR_InventoryStorageManagerComponent));
if (!inventory) { entry.WaitingFor = "inventory"; return; }
array<IEntity> folders = {};
ERR_DiscoveryService.Folders(inventory, folders);
if (m_Service.HasPendingInsertion(entry.Actor)) { entry.WaitingFor = "original-insertion"; return; }
if (!m_Service.Settled(entry.Actor)) { entry.WaitingFor = "quarantined-insertion"; return; }
if (!entry.Inserting)
{
if (entry.Removing)
{
if (folders.Contains(entry.Removing)) { entry.WaitingFor = "native-removal"; return; }
InventoryItemComponent item = InventoryItemComponent.Cast(entry.Removing.FindComponent(InventoryItemComponent));
// It may have transferred to another inventory meanwhile. Preserve it
// and decline the replacement rather than racing its new owner.
if (!item || item.GetParentSlot() || entry.Removing.GetParent())
{
Finish(entry, false, true);
return;
}
entry.Removing = null;
}
foreach (IEntity known : folders)
{
// Never reroll mission clue documents or recovered/spent folders.
if (m_Mode.Discovery().IsSpent(known) || known.FindComponent(ERR_DocumentComponent))
{
Finish(entry, false, true);
return;
}
}
if (!folders.IsEmpty())
{
IEntity folder = folders[0];
// Check capacity before mutation; rejected removal leaves usable intel.
if (!m_Mode.Discovery().CanMarkSpent(folder)) { Fail(entry, "spent-capacity"); return; }
// Busy native inventory may reject a request transiently. Retry within
// the existing phase budget without spending or owning the folder.
if (!inventory.TryRemoveItemFromInventory(folder)) { entry.WaitingFor = "removal-refused"; return; }
m_Mode.Discovery().MarkSpent(folder);
m_Mode.Own(folder);
entry.Removing = folder;
entry.WaitingFor = "native-removal";
return;
}
entry.Inserting = true;
entry.Attempts = 0;
if (!entry.GiveIntel) { Finish(entry); return; }
}
if (entry.Accepted)
{
entry.WaitingFor = "native-insertion";
if (entry.Operation && entry.Operation.Finished)
{
if (entry.Operation.Succeeded) Finish(entry);
else Fail(entry, "insertion-callback");
}
return;
}
if (!folders.IsEmpty()) { Finish(entry); return; }
entry.Operation = new ERR_IntelInsertCallback();
entry.Accepted = inventory.TrySpawnPrefabToStorage(ERR_Resources.IntelFolder(), purpose: EStoragePurpose.PURPOSE_ANY, cb: entry.Operation);
entry.WaitingFor = "insertion-refused";
if (entry.Accepted) entry.WaitingFor = "native-insertion";
}
string Status()
{
string state = "complete";
if (Running()) state = "running";
if (m_Cancelled) state = "cancelled";
return string.Format("Intel reroll %1 at %2 percent: %3/%4 AI processed, %5 failed, %6 skipped.", state, m_Percent, m_Completed, m_Entries.Count(), m_Failed, m_Skipped);
}
void Stop()
{
m_Cancelled = true;
foreach (ERR_IntelRerollEntry entry : m_Entries)
{
entry.Actor = null;
entry.Removing = null;
}
}
}