97 lines
3.5 KiB
C#
97 lines
3.5 KiB
C#
using Content.Server.GameTicking;
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using Content.Server.GameTicking.Rules;
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using Content.Server.GameTicking.Rules.Components;
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using Content.Server.StationEvents.Components;
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using Content.Server.StationEvents.Events;
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using Content.Shared.CCVar;
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using Robust.Shared.Configuration;
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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 IConfigurationManager _cfg = default!;
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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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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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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<GetSeverityModifierEvent>(OnGetSeverityModifier);
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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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var avgChaos = _cfg.GetCVar(CCVars.EventsRampingAverageChaos);
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var avgTime = _cfg.GetCVar(CCVars.EventsRampingAverageEndTime);
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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(avgChaos - avgChaos / 4, avgChaos + avgChaos / 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(avgTime - avgTime / 4, avgTime + avgTime / 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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return;
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if (scheduler.TimeUntilNextEvent > 0f)
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{
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scheduler.TimeUntilNextEvent -= frameTime;
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return;
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}
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PickNextEventTime(uid, scheduler);
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_event.RunRandomEvent();
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}
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}
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private void OnGetSeverityModifier(GetSeverityModifierEvent ev)
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{
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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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return;
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ev.Modifier *= GetChaosModifier(uid, scheduler);
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Logger.Info($"Ramping set modifier to {ev.Modifier}");
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}
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}
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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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