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

@@ -1,5 +1,7 @@
using Content.Server.GameTicking;
using Content.Server.GameTicking.Rules;
using Content.Server.GameTicking.Rules.Components;
using Content.Server.StationEvents.Components;
using Content.Server.StationEvents.Events;
using Content.Shared.CCVar;
using Robust.Shared.Configuration;
@@ -7,35 +9,20 @@ using Robust.Shared.Random;
namespace Content.Server.StationEvents;
public sealed class RampingStationEventSchedulerSystem : GameRuleSystem
public sealed class RampingStationEventSchedulerSystem : GameRuleSystem<RampingStationEventSchedulerComponent>
{
public override string Prototype => "RampingStationEventScheduler";
[Dependency] private readonly IConfigurationManager _cfg = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly EventManagerSystem _event = default!;
[Dependency] private readonly GameTicker _gameTicker = default!;
[ViewVariables(VVAccess.ReadWrite)]
private float _endTime;
[ViewVariables(VVAccess.ReadWrite)]
private float _maxChaos;
[ViewVariables(VVAccess.ReadWrite)]
private float _startingChaos;
[ViewVariables(VVAccess.ReadWrite)]
private float _timeUntilNextEvent;
[ViewVariables]
public float ChaosModifier
public float GetChaosModifier(EntityUid uid, RampingStationEventSchedulerComponent component)
{
get
{
var roundTime = (float) _gameTicker.RoundDuration().TotalSeconds;
if (roundTime > _endTime)
return _maxChaos;
var roundTime = (float) _gameTicker.RoundDuration().TotalSeconds;
if (roundTime > component.EndTime)
return component.MaxChaos;
return (_maxChaos / _endTime) * roundTime + _startingChaos;
}
return component.MaxChaos / component.EndTime * roundTime + component.StartingChaos;
}
public override void Initialize()
@@ -45,60 +32,65 @@ public sealed class RampingStationEventSchedulerSystem : GameRuleSystem
SubscribeLocalEvent<GetSeverityModifierEvent>(OnGetSeverityModifier);
}
public override void Started()
protected override void Started(EntityUid uid, RampingStationEventSchedulerComponent component, GameRuleComponent gameRule, GameRuleStartedEvent args)
{
base.Started(uid, component, gameRule, args);
var avgChaos = _cfg.GetCVar(CCVars.EventsRampingAverageChaos);
var avgTime = _cfg.GetCVar(CCVars.EventsRampingAverageEndTime);
// Worlds shittiest probability distribution
// Got a complaint? Send them to
_maxChaos = _random.NextFloat(avgChaos - avgChaos / 4, avgChaos + avgChaos / 4);
component.MaxChaos = _random.NextFloat(avgChaos - avgChaos / 4, avgChaos + avgChaos / 4);
// This is in minutes, so *60 for seconds (for the chaos calc)
_endTime = _random.NextFloat(avgTime - avgTime / 4, avgTime + avgTime / 4) * 60f;
_startingChaos = _maxChaos / 10;
component.EndTime = _random.NextFloat(avgTime - avgTime / 4, avgTime + avgTime / 4) * 60f;
component.StartingChaos = component.MaxChaos / 10;
PickNextEventTime();
}
public override void Ended()
{
_endTime = 0f;
_maxChaos = 0f;
_startingChaos = 0f;
_timeUntilNextEvent = 0f;
PickNextEventTime(uid, component);
}
public override void Update(float frameTime)
{
base.Update(frameTime);
if (!RuleStarted || !_event.EventsEnabled)
if (!_event.EventsEnabled)
return;
if (_timeUntilNextEvent > 0f)
var query = EntityQueryEnumerator<RampingStationEventSchedulerComponent, GameRuleComponent>();
while (query.MoveNext(out var uid, out var scheduler, out var gameRule))
{
_timeUntilNextEvent -= frameTime;
return;
}
if (!GameTicker.IsGameRuleActive(uid, gameRule))
return;
PickNextEventTime();
_event.RunRandomEvent();
if (scheduler.TimeUntilNextEvent > 0f)
{
scheduler.TimeUntilNextEvent -= frameTime;
return;
}
PickNextEventTime(uid, scheduler);
_event.RunRandomEvent();
}
}
private void OnGetSeverityModifier(GetSeverityModifierEvent ev)
{
if (!RuleStarted)
return;
var query = EntityQueryEnumerator<RampingStationEventSchedulerComponent, GameRuleComponent>();
while (query.MoveNext(out var uid, out var scheduler, out var gameRule))
{
if (!GameTicker.IsGameRuleActive(uid, gameRule))
return;
ev.Modifier *= ChaosModifier;
Logger.Info($"Ramping set modifier to {ev.Modifier}");
ev.Modifier *= GetChaosModifier(uid, scheduler);
Logger.Info($"Ramping set modifier to {ev.Modifier}");
}
}
private void PickNextEventTime()
private void PickNextEventTime(EntityUid uid, RampingStationEventSchedulerComponent component)
{
var mod = ChaosModifier;
var mod = GetChaosModifier(uid, component);
// 4-12 minutes baseline. Will get faster over time as the chaos mod increases.
_timeUntilNextEvent = _random.NextFloat(240f / mod, 720f / mod);
component.TimeUntilNextEvent = _random.NextFloat(240f / mod, 720f / mod);
}
}