Round event frequency simulation command (#27718)

This commit is contained in:
Kara
2024-05-06 00:33:30 -07:00
committed by GitHub
parent b8d03b814b
commit c1aae2398b
2 changed files with 68 additions and 8 deletions

View File

@@ -1,5 +1,6 @@
using System.Linq;
using Content.Server.Administration;
using Content.Server.GameTicking;
using Content.Server.GameTicking.Components;
using Content.Server.GameTicking.Rules;
using Content.Server.GameTicking.Rules.Components;
@@ -22,6 +23,9 @@ namespace Content.Server.StationEvents
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly EventManagerSystem _event = default!;
public const float MinEventTime = 60 * 3;
public const float MaxEventTime = 60 * 10;
protected override void Ended(EntityUid uid, BasicStationEventSchedulerComponent component, GameRuleComponent gameRule,
GameRuleEndedEvent args)
{
@@ -58,7 +62,7 @@ namespace Content.Server.StationEvents
/// </summary>
private void ResetTimer(BasicStationEventSchedulerComponent component)
{
component.TimeUntilNextEvent = _random.Next(3 * 60, 10 * 60);
component.TimeUntilNextEvent = _random.NextFloat(MinEventTime, MaxEventTime);
}
}
@@ -66,6 +70,59 @@ namespace Content.Server.StationEvents
public sealed class StationEventCommand : ToolshedCommand
{
private EventManagerSystem? _stationEvent;
private BasicStationEventSchedulerSystem? _basicScheduler;
private IRobustRandom? _random;
/// <summary>
/// Estimates the expected number of times an event will run over the course of X rounds, taking into account weights and
/// how many events are expected to run over a given timeframe for a given playercount by repeatedly simulating rounds.
/// Effectively /100 (if you put 100 rounds) = probability an event will run per round.
/// </summary>
/// <remarks>
/// This isn't perfect. Code path eventually goes into <see cref="EventManagerSystem.CanRun"/>, which requires
/// state from <see cref="GameTicker"/>. As a result, you should probably just run this locally and not doing
/// a real round (it won't pollute the state, but it will get contaminated by previously ran events in the actual round)
/// and things like `MaxOccurrences` and `ReoccurrenceDelay` won't be respected.
///
/// I consider these to not be that relevant to the analysis here though (and I don't want most uses of them
/// to even exist) so I think it's fine.
/// </remarks>
[CommandImplementation("simulate")]
public IEnumerable<(string, float)> Simulate([CommandArgument] int rounds, [CommandArgument] int playerCount, [CommandArgument] float roundEndMean, [CommandArgument] float roundEndStdDev)
{
_stationEvent ??= GetSys<EventManagerSystem>();
_basicScheduler ??= GetSys<BasicStationEventSchedulerSystem>();
_random ??= IoCManager.Resolve<IRobustRandom>();
var occurrences = new Dictionary<string, int>();
foreach (var ev in _stationEvent.AllEvents())
{
occurrences.Add(ev.Key.ID, 0);
}
for (var i = 0; i < rounds; i++)
{
var curTime = TimeSpan.Zero;
var randomEndTime = _random.NextGaussian(roundEndMean, roundEndStdDev) * 60; // *60 = minutes to seconds
if (randomEndTime <= 0)
continue;
while (curTime.TotalSeconds < randomEndTime)
{
// sim an event
curTime += TimeSpan.FromSeconds(_random.NextFloat(BasicStationEventSchedulerSystem.MinEventTime, BasicStationEventSchedulerSystem.MaxEventTime));
var available = _stationEvent.AvailableEvents(false, playerCount, curTime);
var ev = _stationEvent.FindEvent(available);
if (ev == null)
continue;
occurrences[ev] += 1;
}
}
return occurrences.Select(p => (p.Key, (float) p.Value)).OrderByDescending(p => p.Item2);
}
[CommandImplementation("lsprob")]
public IEnumerable<(string, float)> LsProb()