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);
}
}
}