Files
tbd-station-14/Content.Server/StationEvents/RampingStationEventSchedulerSystem.cs
Nemanja 161fd6c83c Mega Antag Refactor (#25786)
* Mega Antag Refactor

* last minute delta save

* more workshopping

* more shit

* ok tested this for once

* okkkkk sure

* generic delays for starting rules

* well darn

* nukies partially

* ouagh

* ballin' faded and smonkin wed

* obliterated the diff

* Spread my arms and soak up congratulations

* I've got plenty of love, but nothing to show for it

* but there’s too much sunlight
Shining on my laptop monitor, so I
Can’t see anything with any amount of clarity

* ok this junk

* OOK!

* fubar

* most of sloth's review

* oh boy

* eek

* hell yea!

* ASDFJASDJFvsakcvjkzjnhhhyh
2024-04-25 11:31:45 +10:00

78 lines
2.9 KiB
C#

using Content.Server.GameTicking;
using Content.Server.GameTicking.Components;
using Content.Server.GameTicking.Rules;
using Content.Server.GameTicking.Rules.Components;
using Content.Server.StationEvents.Components;
using Content.Server.StationEvents.Events;
using Content.Shared.CCVar;
using Robust.Shared.Configuration;
using Robust.Shared.Random;
namespace Content.Server.StationEvents;
public sealed class RampingStationEventSchedulerSystem : GameRuleSystem<RampingStationEventSchedulerComponent>
{
[Dependency] private readonly IConfigurationManager _cfg = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly EventManagerSystem _event = default!;
[Dependency] private readonly GameTicker _gameTicker = default!;
public float GetChaosModifier(EntityUid uid, RampingStationEventSchedulerComponent component)
{
var roundTime = (float) _gameTicker.RoundDuration().TotalSeconds;
if (roundTime > component.EndTime)
return component.MaxChaos;
return component.MaxChaos / component.EndTime * roundTime + component.StartingChaos;
}
protected override void Started(EntityUid uid, RampingStationEventSchedulerComponent component, GameRuleComponent gameRule, GameRuleStartedEvent args)
{
base.Started(uid, component, gameRule, args);
var avgChaos = _cfg.GetCVar(CCVars.EventsRampingAverageChaos);
var avgTime = _cfg.GetCVar(CCVars.EventsRampingAverageEndTime);
// Worlds shittiest probability distribution
// Got a complaint? Send them to
component.MaxChaos = _random.NextFloat(avgChaos - avgChaos / 4, avgChaos + avgChaos / 4);
// This is in minutes, so *60 for seconds (for the chaos calc)
component.EndTime = _random.NextFloat(avgTime - avgTime / 4, avgTime + avgTime / 4) * 60f;
component.StartingChaos = component.MaxChaos / 10;
PickNextEventTime(uid, component);
}
public override void Update(float frameTime)
{
base.Update(frameTime);
if (!_event.EventsEnabled)
return;
var query = EntityQueryEnumerator<RampingStationEventSchedulerComponent, GameRuleComponent>();
while (query.MoveNext(out var uid, out var scheduler, out var gameRule))
{
if (!GameTicker.IsGameRuleActive(uid, gameRule))
return;
if (scheduler.TimeUntilNextEvent > 0f)
{
scheduler.TimeUntilNextEvent -= frameTime;
return;
}
PickNextEventTime(uid, scheduler);
_event.RunRandomEvent();
}
}
private void PickNextEventTime(EntityUid uid, RampingStationEventSchedulerComponent component)
{
var mod = GetChaosModifier(uid, component);
// 4-12 minutes baseline. Will get faster over time as the chaos mod increases.
component.TimeUntilNextEvent = _random.NextFloat(240f / mod, 720f / mod);
}
}