Revert "Gamerule Entities" (#15724)

This commit is contained in:
metalgearsloth
2023-04-24 16:21:05 +10:00
committed by GitHub
parent 39cc02b8f9
commit d3552dae00
124 changed files with 4328 additions and 3083 deletions

View File

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