using Content.Server.GameTicking.Rules; using Content.Server.GameTicking.Rules.Components; using Content.Server.StationEvents.Components; using JetBrains.Annotations; using Robust.Shared.Random; namespace Content.Server.StationEvents { /// /// The basic event scheduler rule, loosely based off of /tg/ events, which most /// game presets use. /// [UsedImplicitly] public sealed class BasicStationEventSchedulerSystem : GameRuleSystem { [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; } public override void Update(float frameTime) { base.Update(frameTime); if (!_event.EventsEnabled) return; var query = EntityQueryEnumerator(); while (query.MoveNext(out var uid, out var eventScheduler, out var gameRule)) { if (!GameTicker.IsGameRuleActive(uid, gameRule)) continue; if (eventScheduler.TimeUntilNextEvent > 0) { eventScheduler.TimeUntilNextEvent -= frameTime; return; } _event.RunRandomEvent(); ResetTimer(eventScheduler); } } /// /// Reset the event timer once the event is done. /// private void ResetTimer(BasicStationEventSchedulerComponent component) { // 5 - 25 minutes. TG does 3-10 but that's pretty frequent component.TimeUntilNextEvent = _random.Next(300, 1500); } } }