fix precognition spamming late round events (#2608)
Co-authored-by: deltanedas <@deltanedas:kde.org>
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parent
0502d42158
commit
8d653b3547
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@ -41,7 +41,7 @@ namespace Content.Server.StationEvents
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&& _event.TryGenerateRandomEvent(component.ScheduledGameRules, TimeSpan.FromSeconds(component.TimeUntilNextEvent)) is {} firstEvent)
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{
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_chatManager.SendAdminAlert(Loc.GetString("station-event-system-run-event-delayed", ("eventName", firstEvent), ("seconds", (int)component.TimeUntilNextEvent)));
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_next.UpdateNextEvent(nextEventComponent, firstEvent, TimeSpan.FromSeconds(component.TimeUntilNextEvent));
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_next.UpdateNextEvent(nextEventComponent, firstEvent, GameTicker.RoundDuration() + TimeSpan.FromSeconds(component.TimeUntilNextEvent));
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}
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// End DeltaV Additions
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}
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@ -76,7 +76,7 @@ namespace Content.Server.StationEvents
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if (TryComp<NextEventComponent>(uid, out var nextEventComponent)) // If there is a nextEventComponent use the stashed event instead of running it directly.
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{
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ResetTimer(eventScheduler); // Time needs to be reset ahead of time since we need to chose events based on the next time it will run.
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var nextEventTime = _timing.CurTime + TimeSpan.FromSeconds(eventScheduler.TimeUntilNextEvent);
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var nextEventTime = GameTicker.RoundDuration() + TimeSpan.FromSeconds(eventScheduler.TimeUntilNextEvent);
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if (_event.TryGenerateRandomEvent(eventScheduler.ScheduledGameRules, nextEventTime) is not {} generatedEvent)
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continue;
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@ -48,7 +48,7 @@ public sealed class RampingStationEventSchedulerSystem : GameRuleSystem<RampingS
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&& _event.TryGenerateRandomEvent(component.ScheduledGameRules, TimeSpan.FromSeconds(component.TimeUntilNextEvent)) is {} firstEvent)
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{
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_chatManager.SendAdminAlert(Loc.GetString("station-event-system-run-event-delayed", ("eventName", firstEvent), ("seconds", (int)component.TimeUntilNextEvent)));
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_next.UpdateNextEvent(nextEventComponent, firstEvent, TimeSpan.FromSeconds(component.TimeUntilNextEvent));
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_next.UpdateNextEvent(nextEventComponent, firstEvent, GameTicker.RoundDuration() + TimeSpan.FromSeconds(component.TimeUntilNextEvent));
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}
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// End DeltaV Additions: init NextEventComp
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}
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@ -76,7 +76,7 @@ public sealed class RampingStationEventSchedulerSystem : GameRuleSystem<RampingS
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if (TryComp<NextEventComponent>(uid, out var nextEventComponent)) // If there is a nextEventComponent use the stashed event instead of running it directly.
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{
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PickNextEventTime(uid, scheduler);
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var nextEventTime = _timing.CurTime + TimeSpan.FromSeconds(scheduler.TimeUntilNextEvent);
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var nextEventTime = GameTicker.RoundDuration() + TimeSpan.FromSeconds(scheduler.TimeUntilNextEvent);
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if (_event.TryGenerateRandomEvent(scheduler.ScheduledGameRules, nextEventTime) is not {} generatedEvent)
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continue;
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