#nullable enable
using Content.Server.Interfaces.Chat;
using Robust.Shared.GameObjects.Systems;
using Robust.Server.GameObjects.EntitySystems;
using Robust.Shared.Audio;
using Robust.Shared.IoC;
namespace Content.Server.StationEvents
{
public abstract class StationEvent
{
public const float WeightVeryLow = 0.0f;
public const float WeightLow = 5.0f;
public const float WeightNormal = 10.0f;
public const float WeightHigh = 15.0f;
public const float WeightVeryHigh = 20.0f;
///
/// If the event has started and is currently running.
///
public bool Running { get; set; }
///
/// Human-readable name for the event.
///
public abstract string Name { get; }
///
/// The weight this event has in the random-selection process.
///
public virtual float Weight => WeightNormal;
///
/// What should be said in chat when the event starts (if anything).
///
public virtual string? StartAnnouncement { get; set; } = null;
///
/// What should be said in chat when the event ends (if anything).
///
protected virtual string? EndAnnouncement { get; } = null;
///
/// Starting audio of the event.
///
public virtual string? StartAudio { get; set; } = null;
///
/// Ending audio of the event.
///
public virtual string? EndAudio { get; } = null;
///
/// In minutes, when is the first round time this event can start
///
public virtual int EarliestStart { get; } = 5;
///
/// When in the lifetime to call Start().
///
protected virtual float StartAfter { get; } = 0.0f;
///
/// When in the lifetime the event should end.
///
protected virtual float EndAfter { get; set; } = 0.0f;
///
/// How long has the event existed. Do not change this.
///
private float Elapsed { get; set; } = 0.0f;
///
/// How many players need to be present on station for the event to run
///
///
/// To avoid running deadly events with low-pop
///
public virtual int MinimumPlayers { get; } = 0;
///
/// How many times this event has run this round
///
public int Occurrences { get; set; } = 0;
///
/// How many times this even can occur in a single round
///
public virtual int? MaxOccurrences { get; } = null;
///
/// Has the startup time elapsed?
///
protected bool Started { get; set; } = false;
///
/// Has this event commenced (announcement may or may not be used)?
///
private bool Announced { get; set; } = false;
///
/// Called once to setup the event after StartAfter has elapsed.
///
public virtual void Startup()
{
Started = true;
Occurrences += 1;
}
///
/// Called once as soon as an event is active.
/// Can also be used for some initial setup.
///
public virtual void Announce()
{
if (StartAnnouncement != null)
{
var chatManager = IoCManager.Resolve();
chatManager.DispatchStationAnnouncement(StartAnnouncement);
}
if (StartAudio != null)
{
EntitySystem.Get().PlayGlobal(StartAudio, AudioParams.Default.WithVolume(-10f));
}
Announced = true;
Running = true;
}
///
/// Called once when the station event ends for any reason.
///
public virtual void Shutdown()
{
if (EndAnnouncement != null)
{
var chatManager = IoCManager.Resolve();
chatManager.DispatchStationAnnouncement(EndAnnouncement);
}
if (EndAudio != null)
{
EntitySystem.Get().PlayGlobal(EndAudio, AudioParams.Default.WithVolume(-10f));
}
Started = false;
Announced = false;
Elapsed = 0;
}
///
/// Called every tick when this event is running.
///
///
public virtual void Update(float frameTime)
{
Elapsed += frameTime;
if (!Started && Elapsed >= StartAfter)
{
Startup();
}
if (EndAfter <= Elapsed)
{
Running = false;
}
}
}
}