Files
wwdpublic/Content.Server/StationEvents/RampingStationEventSchedulerSystem.cs
IProduceWidgets e9b7da71db refactor event schedulers to use explicit game rules (#29320)
* works, still has testing values, im sure I did stupid shit.

* shitvent crapfactor

* snap extra word out of existence

* shit I died of old

* remove useless inaccurate design comments

* Oopsie, handle requirement params in RandomRuleSystem too

* I'm a slash slinging hasher

* Address reviews, add admin alerts I forgor

* EntityMan saves the day

* address reviews 1

* eh, I actually don't care about the cargo gifts thing.

* started

* Do reviews

* you actually meant 1.2 lmao

* dependency inheritance is a fickle bitch

* I have no idea.

* Threads are for sheets not computers.

* fix traitor rule test

* fix round type tattling

* break things

* It worky

* Toolshed makes we want to drink depresso.

* Finished?

* remove debug values

* timings

* use defaults

* alphabetize

* bobby drop tables

* Float required fr fr

* continue

* more continence

* uno mas

* obsolution

* cleanup and documentations

* Yell at self

* use the right value defaults

* housekeeping

(cherry picked from commit 07ec00ed05394f0d6c8929d8d015854b8dbbc3bb)
2025-07-20 13:53:36 +10:00

78 lines
2.9 KiB
C#

using Content.Server.GameTicking;
using Content.Server.GameTicking.Rules;
using Content.Server.StationEvents.Components;
using Content.Shared.GameTicking.Components;
using Robust.Shared.Random;
namespace Content.Server.StationEvents;
public sealed class RampingStationEventSchedulerSystem : GameRuleSystem<RampingStationEventSchedulerComponent>
{
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly EventManagerSystem _event = default!;
[Dependency] private readonly GameTicker _gameTicker = default!;
/// <summary>
/// Returns the ChaosModifier which increases as round time increases to a point.
/// </summary>
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);
// Worlds shittiest probability distribution
// Got a complaint? Send them to
component.MaxChaos = component.AverageChaos * _random.NextFloat(0.75f, 1.25f);
// This is in minutes, so *60 for seconds (for the chaos calc)
component.EndTime = component.AverageEndTime * _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<RampingStationEventSchedulerComponent, GameRuleComponent>();
while (query.MoveNext(out var uid, out var scheduler, out var gameRule))
{
if (!GameTicker.IsGameRuleActive(uid, gameRule))
continue;
if (scheduler.TimeUntilNextEvent > 0f)
{
scheduler.TimeUntilNextEvent -= frameTime;
continue;
}
PickNextEventTime(uid, scheduler);
_event.RunRandomEvent(scheduler.ScheduledGameRules);
}
}
/// <summary>
/// Sets the timing of the next event addition.
/// </summary>
private void PickNextEventTime(EntityUid uid, RampingStationEventSchedulerComponent component)
{
component.TimeUntilNextEvent =
_random.NextFloat(
component.MinimumTimeUntilNextEvent,
component.MaximumTimeUntilNextEvent)
* component.EventDelayModifier
/ GetChaosModifier(uid, component);
}
}