using Content.Server.GameTicking; 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 Content.Shared.GameTicking.Components; using Robust.Shared.Configuration; using Robust.Shared.Random; namespace Content.Server.StationEvents; public sealed class RampingStationEventSchedulerSystem : GameRuleSystem { [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) * component.ChaosModifier; var avgTime = _cfg.GetCVar(CCVars.EventsRampingAverageEndTime) * component.ShiftLengthModifier; // Worlds shittiest probability distribution // Got a complaint? Send them to component.MaxChaos = avgChaos * _random.NextFloat(0.75f, 1.25f); // This is in minutes, so *60 for seconds (for the chaos calc) component.EndTime = avgTime * _random.NextFloat(0.75f, 1.25f) * 60f; component.StartingChaos = component.MaxChaos * component.StartingChaosRatio; PickNextEventTime(uid, component); } public override void Update(float frameTime) { base.Update(frameTime); if (!_event.EventsEnabled) return; var query = EntityQueryEnumerator(); 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) { component.TimeUntilNextEvent = _random.NextFloat( _cfg.GetCVar(CCVars.GameEventsRampingMinimumTime), _cfg.GetCVar(CCVars.GameEventsRampingMaximumTime)); component.TimeUntilNextEvent *= component.EventDelayModifier / GetChaosModifier(uid, component); } }