Files
wwdpublic/Content.Server/StationEvents/RampingStationEventSchedulerSystem.cs
2024-11-21 17:49:04 +07:00

79 lines
3.0 KiB
C#

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<RampingStationEventSchedulerComponent>
{
[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<RampingStationEventSchedulerComponent, GameRuleComponent>();
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);
}
}