* oops accedentaly ports how ss13 deals with event randomness. Also renames FakeEvent to FalseAlarm! * thing * greytide but it's implemented badly * fixes&changies, also greytide! * rng actualy exists now * resync * Naming Schemes * Startup not init * areas are dead * very cool vsudio * this does not exist, wtf * Cleanup * Nullables, fixables, and timings Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
172 lines
5.2 KiB
C#
172 lines
5.2 KiB
C#
#nullable enable
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using Content.Server.Interfaces.Chat;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Server.GameObjects.EntitySystems;
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using Robust.Shared.Audio;
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using Robust.Shared.IoC;
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namespace Content.Server.StationEvents
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{
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public abstract class StationEvent
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{
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public const float WeightVeryLow = 0.0f;
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public const float WeightLow = 5.0f;
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public const float WeightNormal = 10.0f;
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public const float WeightHigh = 15.0f;
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public const float WeightVeryHigh = 20.0f;
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/// <summary>
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/// If the event has started and is currently running.
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/// </summary>
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public bool Running { get; set; }
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/// <summary>
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/// Human-readable name for the event.
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/// </summary>
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public abstract string Name { get; }
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/// <summary>
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/// The weight this event has in the random-selection process.
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/// </summary>
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public virtual float Weight => WeightNormal;
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/// <summary>
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/// What should be said in chat when the event starts (if anything).
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/// </summary>
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public virtual string? StartAnnouncement { get; set; } = null;
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/// <summary>
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/// What should be said in chat when the event ends (if anything).
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/// </summary>
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protected virtual string? EndAnnouncement { get; } = null;
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/// <summary>
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/// Starting audio of the event.
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/// </summary>
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public virtual string? StartAudio { get; set; } = null;
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/// <summary>
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/// Ending audio of the event.
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/// </summary>
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public virtual string? EndAudio { get; } = null;
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/// <summary>
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/// In minutes, when is the first round time this event can start
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/// </summary>
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public virtual int EarliestStart { get; } = 5;
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/// <summary>
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/// When in the lifetime to call Start().
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/// </summary>
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protected virtual float StartAfter { get; } = 0.0f;
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/// <summary>
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/// When in the lifetime the event should end.
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/// </summary>
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protected virtual float EndAfter { get; set; } = 0.0f;
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/// <summary>
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/// How long has the event existed. Do not change this.
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/// </summary>
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private float Elapsed { get; set; } = 0.0f;
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/// <summary>
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/// How many players need to be present on station for the event to run
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/// </summary>
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/// <remarks>
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/// To avoid running deadly events with low-pop
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/// </remarks>
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public virtual int MinimumPlayers { get; } = 0;
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/// <summary>
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/// How many times this event has run this round
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/// </summary>
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public int Occurrences { get; set; } = 0;
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/// <summary>
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/// How many times this even can occur in a single round
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/// </summary>
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public virtual int? MaxOccurrences { get; } = null;
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/// <summary>
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/// Has the startup time elapsed?
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/// </summary>
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protected bool Started { get; set; } = false;
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/// <summary>
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/// Has this event commenced (announcement may or may not be used)?
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/// </summary>
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private bool Announced { get; set; } = false;
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/// <summary>
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/// Called once to setup the event after StartAfter has elapsed.
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/// </summary>
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public virtual void Startup()
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{
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Started = true;
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Occurrences += 1;
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}
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/// <summary>
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/// Called once as soon as an event is active.
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/// Can also be used for some initial setup.
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/// </summary>
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public virtual void Announce()
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{
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if (StartAnnouncement != null)
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{
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var chatManager = IoCManager.Resolve<IChatManager>();
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chatManager.DispatchStationAnnouncement(StartAnnouncement);
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}
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if (StartAudio != null)
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{
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EntitySystem.Get<AudioSystem>().PlayGlobal(StartAudio, AudioParams.Default.WithVolume(-10f));
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}
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Announced = true;
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Running = true;
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}
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/// <summary>
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/// Called once when the station event ends for any reason.
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/// </summary>
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public virtual void Shutdown()
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{
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if (EndAnnouncement != null)
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{
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var chatManager = IoCManager.Resolve<IChatManager>();
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chatManager.DispatchStationAnnouncement(EndAnnouncement);
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}
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if (EndAudio != null)
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{
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EntitySystem.Get<AudioSystem>().PlayGlobal(EndAudio, AudioParams.Default.WithVolume(-10f));
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}
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Started = false;
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Announced = false;
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Elapsed = 0;
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}
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/// <summary>
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/// Called every tick when this event is running.
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/// </summary>
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/// <param name="frameTime"></param>
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public virtual void Update(float frameTime)
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{
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Elapsed += frameTime;
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if (!Started && Elapsed >= StartAfter)
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{
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Startup();
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}
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if (EndAfter <= Elapsed)
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{
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Running = false;
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}
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}
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}
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}
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