Gamerule Entities (#15513)

This commit is contained in:
Nemanja
2023-04-24 01:20:51 -04:00
committed by GitHub
parent 8943c2a10e
commit 39cc02b8f9
124 changed files with 3097 additions and 4342 deletions

View File

@@ -1,12 +1,7 @@
using System.Linq;
using Content.Server.GameTicking.Rules;
using Content.Server.GameTicking.Rules.Configurations;
using Content.Shared.CCVar;
using Content.Shared.GameTicking;
using Content.Server.GameTicking.Rules.Components;
using Content.Server.StationEvents.Components;
using JetBrains.Annotations;
using Robust.Server.Player;
using Robust.Shared.Configuration;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
namespace Content.Server.StationEvents
@@ -16,53 +11,49 @@ namespace Content.Server.StationEvents
/// game presets use.
/// </summary>
[UsedImplicitly]
public sealed class BasicStationEventSchedulerSystem : GameRuleSystem
public sealed class BasicStationEventSchedulerSystem : GameRuleSystem<BasicStationEventSchedulerComponent>
{
public override string Prototype => "BasicStationEventScheduler";
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly EventManagerSystem _event = default!;
private const float MinimumTimeUntilFirstEvent = 300;
/// <summary>
/// How long until the next check for an event runs
/// </summary>
/// Default value is how long until first event is allowed
[ViewVariables(VVAccess.ReadWrite)]
private float _timeUntilNextEvent = MinimumTimeUntilFirstEvent;
public override void Started() { }
public override void Ended()
protected override void Ended(EntityUid uid, BasicStationEventSchedulerComponent component, GameRuleComponent gameRule,
GameRuleEndedEvent args)
{
_timeUntilNextEvent = MinimumTimeUntilFirstEvent;
component.TimeUntilNextEvent = BasicStationEventSchedulerComponent.MinimumTimeUntilFirstEvent;
}
public override void Update(float frameTime)
{
base.Update(frameTime);
if (!RuleStarted || !_event.EventsEnabled)
if (!_event.EventsEnabled)
return;
if (_timeUntilNextEvent > 0)
var query = EntityQueryEnumerator<BasicStationEventSchedulerComponent, GameRuleComponent>();
while (query.MoveNext(out var uid, out var eventScheduler, out var gameRule))
{
_timeUntilNextEvent -= frameTime;
return;
}
if (!GameTicker.IsGameRuleActive(uid, gameRule))
continue;
_event.RunRandomEvent();
ResetTimer();
if (eventScheduler.TimeUntilNextEvent > 0)
{
eventScheduler.TimeUntilNextEvent -= frameTime;
return;
}
_event.RunRandomEvent();
ResetTimer(eventScheduler);
}
}
/// <summary>
/// Reset the event timer once the event is done.
/// </summary>
private void ResetTimer()
private void ResetTimer(BasicStationEventSchedulerComponent component)
{
// 5 - 25 minutes. TG does 3-10 but that's pretty frequent
_timeUntilNextEvent = _random.Next(300, 1500);
component.TimeUntilNextEvent = _random.Next(300, 1500);
}
}
}