Files
tbd-station-14/Content.Server/StationEvents/MeteorSchedulerSystem.cs
TsjipTsjip 71eb4d9178 CVarify meteor behavior (#29030)
* CVarify meteor behavior

* Cache value to reduce CVar calls, hook into OnValueChanged

* _cfg is still null at construction time, fixed by just making it set up on Started instead

* Invoke immediately! Learning more every step of the way.

* Move cached value initialisation to Initialize call

* Add explicit supercall
2024-06-15 10:03:20 -04:00

55 lines
2.0 KiB
C#

using Content.Server.GameTicking.Rules;
using Content.Server.StationEvents.Components;
using Content.Shared.CCVar;
using Content.Shared.GameTicking.Components;
using Content.Shared.Random.Helpers;
using Robust.Shared.Configuration;
using Robust.Shared.Prototypes;
namespace Content.Server.StationEvents;
/// <summary>
/// This handles scheduling and launching meteors at a station at regular intervals.
/// TODO: there is 100% a world in which this is genericized and can be used for lots of basic event scheduling
/// </summary>
public sealed class MeteorSchedulerSystem : GameRuleSystem<MeteorSchedulerComponent>
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IConfigurationManager _cfg = default!;
private TimeSpan _meteorMinDelay;
private TimeSpan _meteorMaxDelay;
public override void Initialize()
{
base.Initialize();
_cfg.OnValueChanged(CCVars.MeteorSwarmMinTime, f => { _meteorMinDelay = TimeSpan.FromMinutes(f); }, true);
_cfg.OnValueChanged(CCVars.MeteorSwarmMaxTime, f => { _meteorMaxDelay = TimeSpan.FromMinutes(f); }, true);
}
protected override void Started(EntityUid uid, MeteorSchedulerComponent component, GameRuleComponent gameRule, GameRuleStartedEvent args)
{
base.Started(uid, component, gameRule, args);
component.NextSwarmTime = Timing.CurTime + RobustRandom.Next(_meteorMinDelay, _meteorMaxDelay);
}
protected override void ActiveTick(EntityUid uid, MeteorSchedulerComponent component, GameRuleComponent gameRule, float frameTime)
{
base.ActiveTick(uid, component, gameRule, frameTime);
if (Timing.CurTime < component.NextSwarmTime)
return;
RunSwarm((uid, component));
component.NextSwarmTime += RobustRandom.Next(_meteorMinDelay, _meteorMaxDelay);
}
private void RunSwarm(Entity<MeteorSchedulerComponent> ent)
{
var swarmWeights = _prototypeManager.Index(ent.Comp.Config);
GameTicker.StartGameRule(swarmWeights.Pick(RobustRandom));
}
}