* works, still has testing values, im sure I did stupid shit. * shitvent crapfactor * snap extra word out of existence * shit I died of old * remove useless inaccurate design comments * Oopsie, handle requirement params in RandomRuleSystem too * I'm a slash slinging hasher * Address reviews, add admin alerts I forgor * EntityMan saves the day * address reviews 1 * eh, I actually don't care about the cargo gifts thing. * started * Do reviews * you actually meant 1.2 lmao * dependency inheritance is a fickle bitch * I have no idea. * Threads are for sheets not computers. * fix traitor rule test * fix round type tattling * break things * It worky * Toolshed makes we want to drink depresso. * Finished? * remove debug values * timings * use defaults * alphabetize * bobby drop tables * Float required fr fr * continue * more continence * uno mas * obsolution * cleanup and documentations * Yell at self * use the right value defaults * housekeeping
76 lines
2.9 KiB
C#
76 lines
2.9 KiB
C#
using Content.Server.GameTicking;
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using Content.Server.GameTicking.Rules;
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using Content.Server.StationEvents.Components;
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using Content.Shared.GameTicking.Components;
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using Robust.Shared.Random;
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namespace Content.Server.StationEvents;
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public sealed class RampingStationEventSchedulerSystem : GameRuleSystem<RampingStationEventSchedulerComponent>
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{
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly EventManagerSystem _event = default!;
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[Dependency] private readonly GameTicker _gameTicker = default!;
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/// <summary>
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/// Returns the ChaosModifier which increases as round time increases to a point.
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/// </summary>
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public float GetChaosModifier(EntityUid uid, RampingStationEventSchedulerComponent component)
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{
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var roundTime = (float) _gameTicker.RoundDuration().TotalSeconds;
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if (roundTime > component.EndTime)
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return component.MaxChaos;
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return component.MaxChaos / component.EndTime * roundTime + component.StartingChaos;
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}
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protected override void Started(EntityUid uid, RampingStationEventSchedulerComponent component, GameRuleComponent gameRule, GameRuleStartedEvent args)
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{
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base.Started(uid, component, gameRule, args);
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// Worlds shittiest probability distribution
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// Got a complaint? Send them to
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component.MaxChaos = _random.NextFloat(component.AverageChaos - component.AverageChaos / 4, component.AverageChaos + component.AverageChaos / 4);
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// This is in minutes, so *60 for seconds (for the chaos calc)
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component.EndTime = _random.NextFloat(component.AverageEndTime - component.AverageEndTime / 4, component.AverageEndTime + component.AverageEndTime / 4) * 60f;
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component.StartingChaos = component.MaxChaos / 10;
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PickNextEventTime(uid, component);
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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if (!_event.EventsEnabled)
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return;
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var query = EntityQueryEnumerator<RampingStationEventSchedulerComponent, GameRuleComponent>();
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while (query.MoveNext(out var uid, out var scheduler, out var gameRule))
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{
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if (!GameTicker.IsGameRuleActive(uid, gameRule))
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continue;
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if (scheduler.TimeUntilNextEvent > 0f)
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{
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scheduler.TimeUntilNextEvent -= frameTime;
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continue;
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}
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PickNextEventTime(uid, scheduler);
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_event.RunRandomEvent(scheduler.ScheduledGameRules);
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}
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}
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/// <summary>
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/// Sets the timing of the next event addition.
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/// </summary>
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private void PickNextEventTime(EntityUid uid, RampingStationEventSchedulerComponent component)
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{
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var mod = GetChaosModifier(uid, component);
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// 4-12 minutes baseline. Will get faster over time as the chaos mod increases.
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component.TimeUntilNextEvent = _random.NextFloat(240f / mod, 720f / mod);
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}
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}
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