Extended rework & ramping event scheduler (#11362)
This commit is contained in:
@@ -0,0 +1,104 @@
|
||||
using Content.Server.GameTicking;
|
||||
using Content.Server.GameTicking.Rules;
|
||||
using Content.Server.StationEvents.Events;
|
||||
using Content.Shared.CCVar;
|
||||
using Robust.Shared.Configuration;
|
||||
using Robust.Shared.Random;
|
||||
|
||||
namespace Content.Server.StationEvents;
|
||||
|
||||
public sealed class RampingStationEventSchedulerSystem : GameRuleSystem
|
||||
{
|
||||
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
|
||||
{
|
||||
get
|
||||
{
|
||||
var roundTime = (float) _gameTicker.RoundDuration().TotalSeconds;
|
||||
if (roundTime > _endTime)
|
||||
return _maxChaos;
|
||||
|
||||
return (_maxChaos / _endTime) * roundTime + _startingChaos;
|
||||
}
|
||||
}
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
|
||||
SubscribeLocalEvent<GetSeverityModifierEvent>(OnGetSeverityModifier);
|
||||
}
|
||||
|
||||
public override void Started()
|
||||
{
|
||||
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);
|
||||
// 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;
|
||||
|
||||
PickNextEventTime();
|
||||
}
|
||||
|
||||
public override void Ended()
|
||||
{
|
||||
_endTime = 0f;
|
||||
_maxChaos = 0f;
|
||||
_startingChaos = 0f;
|
||||
_timeUntilNextEvent = 0f;
|
||||
}
|
||||
|
||||
public override void Update(float frameTime)
|
||||
{
|
||||
base.Update(frameTime);
|
||||
|
||||
if (!RuleStarted || !_event.EventsEnabled)
|
||||
return;
|
||||
|
||||
if (_timeUntilNextEvent > 0f)
|
||||
{
|
||||
_timeUntilNextEvent -= frameTime;
|
||||
return;
|
||||
}
|
||||
|
||||
PickNextEventTime();
|
||||
_event.RunRandomEvent();
|
||||
}
|
||||
|
||||
private void OnGetSeverityModifier(GetSeverityModifierEvent ev)
|
||||
{
|
||||
if (!RuleStarted)
|
||||
return;
|
||||
|
||||
ev.Modifier *= ChaosModifier;
|
||||
Logger.Info($"Ramping set modifier to {ev.Modifier}");
|
||||
}
|
||||
|
||||
private void PickNextEventTime()
|
||||
{
|
||||
var mod = ChaosModifier;
|
||||
|
||||
// 4-12 minutes baseline. Will get faster over time as the chaos mod increases.
|
||||
_timeUntilNextEvent = _random.NextFloat(240f / mod, 720f / mod);
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user