Extended rework & ramping event scheduler (#11362)

This commit is contained in:
Kara
2022-10-18 19:51:47 -07:00
committed by GitHub
parent 095a4a7136
commit 3fd226d9f0
19 changed files with 403 additions and 212 deletions

View File

@@ -20,77 +20,30 @@ namespace Content.Server.StationEvents
{
public override string Prototype => "BasicStationEventScheduler";
[Dependency] private readonly IConfigurationManager _configurationManager = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly IPrototypeManager _prototype = default!;
[Dependency] private readonly EventManagerSystem _event = default!;
private const float MinimumTimeUntilFirstEvent = 300;
private ISawmill _sawmill = default!;
/// <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 Initialize()
{
base.Initialize();
_sawmill = Logger.GetSawmill("basicevents");
// Can't just check debug / release for a default given mappers need to use release mode
// As such we'll always pause it by default.
_configurationManager.OnValueChanged(CCVars.EventsEnabled, SetEnabled, true);
SubscribeLocalEvent<RoundRestartCleanupEvent>(Reset);
}
public override void Shutdown()
{
base.Shutdown();
_configurationManager.UnsubValueChanged(CCVars.EventsEnabled, SetEnabled);
}
public bool EventsEnabled { get; private set; }
private void SetEnabled(bool value) => EventsEnabled = value;
public override void Started() { }
public override void Ended() { }
/// <summary>
/// Randomly run a valid event <b>immediately</b>, ignoring earlieststart or whether the event is enabled
/// </summary>
/// <returns></returns>
public string RunRandomEvent()
public override void Ended()
{
var randomEvent = PickRandomEvent();
if (randomEvent == null
|| !_prototype.TryIndex<GameRulePrototype>(randomEvent.Id, out var proto))
{
return Loc.GetString("station-event-system-run-random-event-no-valid-events");
}
GameTicker.AddGameRule(proto);
return Loc.GetString("station-event-system-run-event",("eventName", randomEvent.Id));
}
/// <summary>
/// Randomly picks a valid event.
/// </summary>
public StationEventRuleConfiguration? PickRandomEvent()
{
var availableEvents = AvailableEvents(true);
return FindEvent(availableEvents);
_timeUntilNextEvent = MinimumTimeUntilFirstEvent;
}
public override void Update(float frameTime)
{
base.Update(frameTime);
if (!RuleStarted || !EventsEnabled)
if (!RuleStarted || !_event.EventsEnabled)
return;
if (_timeUntilNextEvent > 0)
@@ -99,17 +52,8 @@ namespace Content.Server.StationEvents
return;
}
// No point hammering this trying to find events if none are available
var stationEvent = FindEvent(AvailableEvents());
if (stationEvent == null
|| !_prototype.TryIndex<GameRulePrototype>(stationEvent.Id, out var proto))
{
return;
}
GameTicker.AddGameRule(proto);
_event.RunRandomEvent();
ResetTimer();
_sawmill.Info($"Started event {proto.ID}. Next event in {_timeUntilNextEvent} seconds");
}
/// <summary>
@@ -120,132 +64,5 @@ namespace Content.Server.StationEvents
// 5 - 25 minutes. TG does 3-10 but that's pretty frequent
_timeUntilNextEvent = _random.Next(300, 1500);
}
/// <summary>
/// Pick a random event from the available events at this time, also considering their weightings.
/// </summary>
/// <returns></returns>
private StationEventRuleConfiguration? FindEvent(List<StationEventRuleConfiguration> availableEvents)
{
if (availableEvents.Count == 0)
{
return null;
}
var sumOfWeights = 0;
foreach (var stationEvent in availableEvents)
{
sumOfWeights += (int) stationEvent.Weight;
}
sumOfWeights = _random.Next(sumOfWeights);
foreach (var stationEvent in availableEvents)
{
sumOfWeights -= (int) stationEvent.Weight;
if (sumOfWeights <= 0)
{
return stationEvent;
}
}
return null;
}
/// <summary>
/// Gets the events that have met their player count, time-until start, etc.
/// </summary>
/// <param name="ignoreEarliestStart"></param>
/// <returns></returns>
private List<StationEventRuleConfiguration> AvailableEvents(bool ignoreEarliestStart = false)
{
TimeSpan currentTime;
var playerCount = _playerManager.PlayerCount;
// playerCount does a lock so we'll just keep the variable here
if (!ignoreEarliestStart)
{
currentTime = GameTicker.RoundDuration();
}
else
{
currentTime = TimeSpan.Zero;
}
var result = new List<StationEventRuleConfiguration>();
foreach (var stationEvent in AllEvents())
{
if (CanRun(stationEvent, playerCount, currentTime))
{
result.Add(stationEvent);
}
}
return result;
}
private IEnumerable<StationEventRuleConfiguration> AllEvents()
{
return _prototype.EnumeratePrototypes<GameRulePrototype>()
.Where(p => p.Configuration is StationEventRuleConfiguration)
.Select(p => (StationEventRuleConfiguration) p.Configuration);
}
private int GetOccurrences(StationEventRuleConfiguration stationEvent)
{
return GameTicker.AllPreviousGameRules.Count(p => p.Item2.ID == stationEvent.Id);
}
public TimeSpan TimeSinceLastEvent(StationEventRuleConfiguration? stationEvent)
{
foreach (var (time, rule) in GameTicker.AllPreviousGameRules.Reverse())
{
if (rule.Configuration is not StationEventRuleConfiguration)
continue;
if (stationEvent == null || rule.ID == stationEvent.Id)
return time;
}
return TimeSpan.Zero;
}
private bool CanRun(StationEventRuleConfiguration stationEvent, int playerCount, TimeSpan currentTime)
{
if (GameTicker.IsGameRuleStarted(stationEvent.Id))
return false;
if (stationEvent.MaxOccurrences.HasValue && GetOccurrences(stationEvent) >= stationEvent.MaxOccurrences.Value)
{
return false;
}
if (playerCount < stationEvent.MinimumPlayers)
{
return false;
}
if (currentTime != TimeSpan.Zero && currentTime.TotalMinutes < stationEvent.EarliestStart)
{
return false;
}
var lastRun = TimeSinceLastEvent(stationEvent);
if (lastRun != TimeSpan.Zero && currentTime.TotalMinutes <
stationEvent.ReoccurrenceDelay + lastRun.TotalMinutes)
{
return false;
}
return true;
}
private void Reset(RoundRestartCleanupEvent ev)
{
_timeUntilNextEvent = MinimumTimeUntilFirstEvent;
}
}
}

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@@ -0,0 +1,197 @@
using System.Linq;
using Content.Server.GameTicking;
using Content.Server.GameTicking.Rules;
using Content.Server.GameTicking.Rules.Configurations;
using Content.Shared.CCVar;
using Content.Shared.GameTicking;
using Robust.Server.Player;
using Robust.Shared.Configuration;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
namespace Content.Server.StationEvents;
public sealed class EventManagerSystem : EntitySystem
{
[Dependency] private readonly IConfigurationManager _configurationManager = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly IPrototypeManager _prototype = default!;
[Dependency] public readonly GameTicker GameTicker = default!;
private ISawmill _sawmill = default!;
public bool EventsEnabled { get; private set; }
private void SetEnabled(bool value) => EventsEnabled = value;
public override void Initialize()
{
base.Initialize();
_sawmill = Logger.GetSawmill("events");
_configurationManager.OnValueChanged(CCVars.EventsEnabled, SetEnabled, true);
}
public override void Shutdown()
{
base.Shutdown();
_configurationManager.UnsubValueChanged(CCVars.EventsEnabled, SetEnabled);
}
/// <summary>
/// Randomly runs a valid event.
/// </summary>
public string RunRandomEvent()
{
var randomEvent = PickRandomEvent();
if (randomEvent == null
|| !_prototype.TryIndex<GameRulePrototype>(randomEvent.Id, out var proto))
{
var errStr = Loc.GetString("station-event-system-run-random-event-no-valid-events");
_sawmill.Error(errStr);
return errStr;
}
GameTicker.AddGameRule(proto);
var str = Loc.GetString("station-event-system-run-event",("eventName", randomEvent.Id));
_sawmill.Info(str);
return str;
}
/// <summary>
/// Randomly picks a valid event.
/// </summary>
public StationEventRuleConfiguration? PickRandomEvent()
{
var availableEvents = AvailableEvents();
_sawmill.Info($"Picking from {availableEvents.Count} total available events");
return FindEvent(availableEvents);
}
/// <summary>
/// Pick a random event from the available events at this time, also considering their weightings.
/// </summary>
/// <returns></returns>
private StationEventRuleConfiguration? FindEvent(List<StationEventRuleConfiguration> availableEvents)
{
if (availableEvents.Count == 0)
{
_sawmill.Warning("No events were available to run!");
return null;
}
var sumOfWeights = 0;
foreach (var stationEvent in availableEvents)
{
sumOfWeights += (int) stationEvent.Weight;
}
sumOfWeights = _random.Next(sumOfWeights);
foreach (var stationEvent in availableEvents)
{
sumOfWeights -= (int) stationEvent.Weight;
if (sumOfWeights <= 0)
{
return stationEvent;
}
}
_sawmill.Error("Event was not found after weighted pick process!");
return null;
}
/// <summary>
/// Gets the events that have met their player count, time-until start, etc.
/// </summary>
/// <param name="ignoreEarliestStart"></param>
/// <returns></returns>
private List<StationEventRuleConfiguration> AvailableEvents(bool ignoreEarliestStart = false)
{
TimeSpan currentTime;
var playerCount = _playerManager.PlayerCount;
// playerCount does a lock so we'll just keep the variable here
if (!ignoreEarliestStart)
{
currentTime = GameTicker.RoundDuration();
}
else
{
currentTime = TimeSpan.Zero;
}
var result = new List<StationEventRuleConfiguration>();
foreach (var stationEvent in AllEvents())
{
if (CanRun(stationEvent, playerCount, currentTime))
{
_sawmill.Debug($"Adding event {stationEvent.Id} to possibilities");
result.Add(stationEvent);
}
}
return result;
}
private IEnumerable<StationEventRuleConfiguration> AllEvents()
{
return _prototype.EnumeratePrototypes<GameRulePrototype>()
.Where(p => p.Configuration is StationEventRuleConfiguration)
.Select(p => (StationEventRuleConfiguration) p.Configuration);
}
private int GetOccurrences(StationEventRuleConfiguration stationEvent)
{
return GameTicker.AllPreviousGameRules.Count(p => p.Item2.ID == stationEvent.Id);
}
public TimeSpan TimeSinceLastEvent(StationEventRuleConfiguration? stationEvent)
{
foreach (var (time, rule) in GameTicker.AllPreviousGameRules.Reverse())
{
if (rule.Configuration is not StationEventRuleConfiguration)
continue;
if (stationEvent == null || rule.ID == stationEvent.Id)
return time;
}
return TimeSpan.Zero;
}
private bool CanRun(StationEventRuleConfiguration stationEvent, int playerCount, TimeSpan currentTime)
{
if (GameTicker.IsGameRuleStarted(stationEvent.Id))
return false;
if (stationEvent.MaxOccurrences.HasValue && GetOccurrences(stationEvent) >= stationEvent.MaxOccurrences.Value)
{
return false;
}
if (playerCount < stationEvent.MinimumPlayers)
{
return false;
}
if (currentTime != TimeSpan.Zero && currentTime.TotalMinutes < stationEvent.EarliestStart)
{
return false;
}
var lastRun = TimeSinceLastEvent(stationEvent);
if (lastRun != TimeSpan.Zero && currentTime.TotalMinutes <
stationEvent.ReoccurrenceDelay + lastRun.TotalMinutes)
{
return false;
}
return true;
}
}

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@@ -16,13 +16,16 @@ public sealed class BureaucraticError : StationEventSystem
{
base.Started();
if (StationSystem.Stations.Count == 0) return; // No stations
if (StationSystem.Stations.Count == 0)
return; // No stations
var chosenStation = RobustRandom.Pick(StationSystem.Stations.ToList());
var jobList = _stationJobs.GetJobs(chosenStation).Keys.ToList();
var mod = GetSeverityModifier();
// Low chance to completely change up the late-join landscape by closing all positions except infinite slots.
// Lower chance than the /tg/ equivalent of this event.
if (RobustRandom.Prob(0.25f))
if (RobustRandom.Prob(Math.Min(0.25f * MathF.Sqrt(mod), 1.0f)))
{
var chosenJob = RobustRandom.PickAndTake(jobList);
_stationJobs.MakeJobUnlimited(chosenStation, chosenJob); // INFINITE chaos.
@@ -35,8 +38,10 @@ public sealed class BureaucraticError : StationEventSystem
}
else
{
var lower = (int) (jobList.Count * Math.Min(1.0f, 0.20 * mod));
var upper = (int) (jobList.Count * Math.Min(1.0f, 0.30 * mod));
// Changing every role is maybe a bit too chaotic so instead change 20-30% of them.
for (var i = 0; i < RobustRandom.Next((int)(jobList.Count * 0.20), (int)(jobList.Count * 0.30)); i++)
for (var i = 0; i < RobustRandom.Next(lower, upper); i++)
{
var chosenJob = RobustRandom.PickAndTake(jobList);
if (_stationJobs.IsJobUnlimited(chosenStation, chosenJob))

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@@ -59,6 +59,8 @@ namespace Content.Server.StationEvents.Events
{
base.Started();
var mod = MathF.Sqrt(GetSeverityModifier());
// Essentially we'll pick out a target amount of gas to leak, then a rate to leak it at, then work out the duration from there.
if (TryFindRandomTile(out _targetTile, out _targetStation, out _targetGrid, out _targetCoords))
{
@@ -66,7 +68,7 @@ namespace Content.Server.StationEvents.Events
_leakGas = RobustRandom.Pick(LeakableGases);
// Was 50-50 on using normal distribution.
var totalGas = (float) RobustRandom.Next(MinimumGas, MaximumGas);
var totalGas = RobustRandom.Next(MinimumGas, MaximumGas) * mod;
var startAfter = ((StationEventRuleConfiguration) Configuration).StartAfter;
_molesPerSecond = RobustRandom.Next(MinimumMolesPerSecond, MaximumMolesPerSecond);
_endAfter = totalGas / _molesPerSecond + startAfter;

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@@ -30,7 +30,8 @@ namespace Content.Server.StationEvents.Events
public override void Started()
{
base.Started();
_waveCounter = RobustRandom.Next(MinimumWaves, MaximumWaves);
var mod = Math.Sqrt(GetSeverityModifier());
_waveCounter = (int) (RobustRandom.Next(MinimumWaves, MaximumWaves) * mod);
}
public override void Ended()
@@ -53,13 +54,16 @@ namespace Content.Server.StationEvents.Events
return;
}
var mod = GetSeverityModifier();
_cooldown -= frameTime;
if (_cooldown > 0f) return;
if (_cooldown > 0f)
return;
_waveCounter--;
_cooldown += (MaximumCooldown - MinimumCooldown) * RobustRandom.NextFloat() + MinimumCooldown;
_cooldown += (MaximumCooldown - MinimumCooldown) * RobustRandom.NextFloat() / mod + MinimumCooldown;
Box2? playableArea = null;
var mapId = GameTicker.DefaultMap;

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@@ -15,15 +15,18 @@ public sealed class MouseMigration : StationEventSystem
{
base.Started();
var modifier = GetSeverityModifier();
var spawnLocations = EntityManager.EntityQuery<VentCritterSpawnLocationComponent, TransformComponent>().ToList();
RobustRandom.Shuffle(spawnLocations);
var spawnAmount = RobustRandom.Next(7, 15); // A small colony of critters.
// sqrt so we dont get insane values for ramping events
var spawnAmount = (int) (RobustRandom.Next(7, 15) * Math.Sqrt(modifier)); // A small colony of critters.
for (int i = 0; i < spawnAmount && i < spawnLocations.Count - 1; i++)
{
var spawnChoice = RobustRandom.Pick(SpawnedPrototypeChoices);
if (RobustRandom.Prob(0.01f) || i == 0) //small chance for multiple, but always at least 1
if (RobustRandom.Prob(Math.Min(0.01f * modifier, 1.0f)) || i == 0) //small chance for multiple, but always at least 1
spawnChoice = "SpawnPointGhostRatKing";
var coords = spawnLocations[i].Item2.Coordinates;

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@@ -18,10 +18,11 @@ public sealed class RandomSentience : StationEventSystem
base.Started();
HashSet<EntityUid> stationsToNotify = new();
var mod = GetSeverityModifier();
var targetList = EntityManager.EntityQuery<SentienceTargetComponent>().ToList();
RobustRandom.Shuffle(targetList);
var toMakeSentient = RobustRandom.Next(2, 5);
var toMakeSentient = (int) (RobustRandom.Next(2, 5) * Math.Sqrt(mod));
var groups = new HashSet<string>();
foreach (var target in targetList)

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@@ -179,6 +179,26 @@ namespace Content.Server.StationEvents.Events
.Where(p => p.Configuration is StationEventRuleConfiguration).ToArray());
}
public float GetSeverityModifier()
{
var ev = new GetSeverityModifierEvent();
RaiseLocalEvent(ev);
return ev.Modifier;
}
#endregion
}
/// <summary>
/// Raised broadcast to determine what the severity modifier should be for an event, some positive number that can be multiplied with various things.
/// Handled by usually other game rules (like the ramping scheduler).
/// Most events should try and make use of this if possible.
/// </summary>
public sealed class GetSeverityModifierEvent : EntityEventArgs
{
/// <summary>
/// Should be multiplied/added to rather than set, for commutativity.
/// </summary>
public float Modifier = 1.0f;
}
}

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@@ -31,15 +31,16 @@ public sealed class VentClog : StationEventSystem
// This is gross, but not much can be done until event refactor, which needs Dynamic.
var sound = new SoundPathSpecifier("/Audio/Effects/extinguish.ogg");
var mod = (float) Math.Sqrt(GetSeverityModifier());
foreach (var (_, transform) in EntityManager.EntityQuery<GasVentPumpComponent, TransformComponent>())
{
var solution = new Solution();
if (!RobustRandom.Prob(0.33f))
if (!RobustRandom.Prob(Math.Min(0.33f * mod, 1.0f)))
continue;
if (RobustRandom.Prob(0.05f))
if (RobustRandom.Prob(Math.Min(0.05f * mod, 1.0f)))
{
solution.AddReagent(RobustRandom.Pick(allReagents), 100);
}
@@ -48,7 +49,7 @@ public sealed class VentClog : StationEventSystem
solution.AddReagent(RobustRandom.Pick(SafeishVentChemicals), 100);
}
FoamAreaReactionEffect.SpawnFoam("Foam", transform.Coordinates, solution, RobustRandom.Next(2, 6), 20, 1,
FoamAreaReactionEffect.SpawnFoam("Foam", transform.Coordinates, solution, (int) (RobustRandom.Next(2, 6) * mod), 20, 1,
1, sound, EntityManager);
}
}

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@@ -18,7 +18,9 @@ public sealed class VentCritters : StationEventSystem
var spawnLocations = EntityManager.EntityQuery<VentCritterSpawnLocationComponent>().ToList();
RobustRandom.Shuffle(spawnLocations);
var spawnAmount = RobustRandom.Next(4, 12); // A small colony of critters.
var mod = Math.Sqrt(GetSeverityModifier());
var spawnAmount = (int) (RobustRandom.Next(4, 12) * mod); // A small colony of critters.
Sawmill.Info($"Spawning {spawnAmount} of {spawnChoice}");
foreach (var location in spawnLocations)
{

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@@ -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);
}
}

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@@ -96,9 +96,8 @@ namespace Content.Shared.CCVar
public static readonly CVarDef<string> StatusMoMMIPassword =
CVarDef.Create("status.mommipassword", "", CVar.SERVERONLY | CVar.CONFIDENTIAL);
/*
* Game
* Events
*/
/// <summary>
@@ -107,6 +106,24 @@ namespace Content.Shared.CCVar
public static readonly CVarDef<bool>
EventsEnabled = CVarDef.Create("events.enabled", true, CVar.ARCHIVE | CVar.SERVERONLY);
/// <summary>
/// Average time (in minutes) for when the ramping event scheduler should stop increasing the chaos modifier.
/// Close to how long you expect a round to last, so you'll probably have to tweak this on downstreams.
/// </summary>
public static readonly CVarDef<float>
EventsRampingAverageEndTime = CVarDef.Create("events.ramping_average_end_time", 40f, CVar.ARCHIVE | CVar.SERVERONLY);
/// <summary>
/// Average ending chaos modifier for the ramping event scheduler.
/// Max chaos chosen for a round will deviate from this
/// </summary>
public static readonly CVarDef<float>
EventsRampingAverageChaos = CVarDef.Create("events.ramping_average_chaos", 6f, CVar.ARCHIVE | CVar.SERVERONLY);
/*
* Game
*/
/// <summary>
/// Disables most functionality in the GameTicker.
/// </summary>

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@@ -1,2 +1,2 @@
extended-title = Extended
extended-description = No antagonists, have fun!
extended-description = A calm experience. Admin intervention required.

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@@ -0,0 +1,2 @@
survival-title = Survival
survival-description = No internal threats, but how long can the station survive increasingly chaotic and frequent events?

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@@ -1,4 +1,4 @@
## BasicStationEventSchedulerSystem
station-event-system-run-event = Running event {$eventName}
station-event-system-run-random-event-no-valid-events = No valid events available
station-event-system-run-random-event-no-valid-events = No valid event was given

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@@ -72,3 +72,9 @@
config:
!type:GenericGameRuleConfiguration
id: BasicStationEventScheduler
- type: gameRule
id: RampingStationEventScheduler
config:
!type:GenericGameRuleConfiguration
id: RampingStationEventScheduler

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@@ -1,3 +1,13 @@
- type: gamePreset
id: Survival
alias:
- survival
name: survival-title
showInVote: false # secret
description: survival-description
rules:
- RampingStationEventScheduler
- type: gamePreset
id: Extended
alias:

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@@ -2,7 +2,7 @@
id: Welcome
sound: /Audio/Announcements/welcome.ogg
presets:
- Extended
- Survival
- Sandbox
- Secret
- Traitor

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@@ -1,7 +1,7 @@
- type: weightedRandom
id: Secret
weights:
Extended: 0.25
Survival: 0.25
Nukeops: 0.25
Traitor: 0.75
Zombie: 0.05