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79 lines
3.0 KiB
C#
79 lines
3.0 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 Content.Shared.GameTicking.Components;
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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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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) * component.ChaosModifier;
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var avgTime = _cfg.GetCVar(CCVars.EventsRampingAverageEndTime) * component.ShiftLengthModifier;
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// Worlds shittiest probability distribution
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// Got a complaint? Send them to
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component.MaxChaos = avgChaos * _random.NextFloat(0.75f, 1.25f);
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// This is in minutes, so *60 for seconds (for the chaos calc)
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component.EndTime = avgTime * _random.NextFloat(0.75f, 1.25f) * 60f;
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component.StartingChaos = component.MaxChaos * component.StartingChaosRatio;
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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 PickNextEventTime(EntityUid uid, RampingStationEventSchedulerComponent component)
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{
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component.TimeUntilNextEvent = _random.NextFloat(
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_cfg.GetCVar(CCVars.GameEventsRampingMinimumTime),
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_cfg.GetCVar(CCVars.GameEventsRampingMaximumTime));
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component.TimeUntilNextEvent *= component.EventDelayModifier / GetChaosModifier(uid, component);
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}
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}
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