using System.Linq; using Content.Server.Administration; using Content.Server.GameTicking; using Content.Server.GameTicking.Rules; using Content.Server.GameTicking.Rules.Components; using Content.Server.StationEvents.Components; using Content.Shared.Administration; using Content.Shared.GameTicking.Components; using JetBrains.Annotations; using Robust.Shared.Random; using Robust.Shared.Toolshed; using Robust.Shared.Utility; 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!; public const float MinEventTime = 60 * 3; public const float MaxEventTime = 60 * 10; 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) { component.TimeUntilNextEvent = _random.NextFloat(MinEventTime, MaxEventTime); } } [ToolshedCommand, AdminCommand(AdminFlags.Debug)] public sealed class StationEventCommand : ToolshedCommand { private EventManagerSystem? _stationEvent; private BasicStationEventSchedulerSystem? _basicScheduler; private IRobustRandom? _random; /// /// 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. /// /// /// This isn't perfect. Code path eventually goes into , which requires /// state from . 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. /// [CommandImplementation("simulate")] public IEnumerable<(string, float)> Simulate([CommandArgument] int rounds, [CommandArgument] int playerCount, [CommandArgument] float roundEndMean, [CommandArgument] float roundEndStdDev) { _stationEvent ??= GetSys(); _basicScheduler ??= GetSys(); _random ??= IoCManager.Resolve(); var occurrences = new Dictionary(); 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() { _stationEvent ??= GetSys(); var events = _stationEvent.AllEvents(); var totalWeight = events.Sum(x => x.Value.Weight); foreach (var (proto, comp) in events) { yield return (proto.ID, comp.Weight / totalWeight); } } [CommandImplementation("lsprobtime")] public IEnumerable<(string, float)> LsProbTime([CommandArgument] float time) { _stationEvent ??= GetSys(); var events = _stationEvent.AllEvents().Where(pair => pair.Value.EarliestStart <= time).ToList(); var totalWeight = events.Sum(x => x.Value.Weight); foreach (var (proto, comp) in events) { yield return (proto.ID, comp.Weight / totalWeight); } } [CommandImplementation("prob")] public float Prob([CommandArgument] string eventId) { _stationEvent ??= GetSys(); var events = _stationEvent.AllEvents(); var totalWeight = events.Sum(x => x.Value.Weight); var weight = 0f; if (events.TryFirstOrNull(p => p.Key.ID == eventId, out var pair)) { weight = pair.Value.Value.Weight; } return weight / totalWeight; } } }