RampingSchedulers now look at when they were added for keypoint times

This commit is contained in:
Vanessa 2026-08-14 12:43:39 -05:00
parent 17ae5754fd
commit d47444cb7c
3 changed files with 26 additions and 4 deletions

View File

@ -41,6 +41,12 @@ public sealed partial class RampingStationEventSchedulerComponent : Component
new Vector2(0f, 1f)
};
/// <summary>
/// DeltaV - The time this ramping scheduler was activated at. Used to calculate the
/// round time for TimeKeyPoints.
/// </summary>
public TimeSpan? RuleActivatedAt;
/// <summary>
/// DeltaV - Maximum possible error when randomly offsetting time until next event.
/// </summary>

View File

@ -16,7 +16,8 @@ public sealed class RampingStationEventSchedulerSystem : GameRuleSystem<RampingS
[Dependency] private readonly EventManagerSystem _event = default!;
[Dependency] private readonly GameTicker _gameTicker = default!;
[Dependency] private readonly NextEventSystem _next = default!; // DeltaV
[Dependency] private readonly IGameTiming _timing = default!; // DeltaV
/* DeltaV
/// <summary>
/// Returns the ChaosModifier which increases as round time increases to a point.
@ -44,6 +45,7 @@ public sealed class RampingStationEventSchedulerSystem : GameRuleSystem<RampingS
component.StartingChaos = component.MaxChaos / 10;
*/
component.RuleActivatedAt = _timing.CurTime; // DeltaV
PickNextEventTime(uid, component);
// Begin DeltaV Additions: init NextEventComp
@ -114,13 +116,27 @@ public sealed class RampingStationEventSchedulerSystem : GameRuleSystem<RampingS
// Begin DeltaV Additions
var averageTimeUntilNextEvent = component.TimeKeyPoints[0].Y;
var timeUntilNextEventDeviation = _random.NextFloat(-1f, 1f) * component.TimeDeviation;
var roundTime = (float)_gameTicker.RoundDuration().TotalMinutes;
var ruleActivated = TimeSpan.FromSeconds(0);
if (component.RuleActivatedAt is { } activationTime)
{
ruleActivated = activationTime;
}
var ruleTime = _timing.CurTime.Subtract(ruleActivated);
var absoluteTimePoint = 0f;
#if DEBUG
_chatManager.SendAdminAlert($"Round Time @ {_gameTicker.RoundDuration()}");
_chatManager.SendAdminAlert($"Ramping rule Added @ {ruleActivated}");
// This will be what the keypoint system looks at to determine where to start ramping
_chatManager.SendAdminAlert($"Keypoint Time: {ruleTime}");
#endif
foreach (var point in component.TimeKeyPoints)
{
absoluteTimePoint += point.X;
if (roundTime >= absoluteTimePoint)
if (ruleTime.TotalMinutes >= absoluteTimePoint)
averageTimeUntilNextEvent = point.Y;
}

View File

@ -44,7 +44,7 @@ public sealed partial class GameTicker
var rampingSchedulerStart = _gameTiming.CurTime.Add(GracePeriod);
EnsureComp<DelayedStartRuleComponent>(rampingScheduler).RuleStartTime = rampingSchedulerStart;
_chatManager.SendAdminAlert($"Major antag defeated. Converting to survival at {rampingSchedulerStart}.");
_chatManager.SendAdminAlert($"Major antag defeated. Converting to survival at {(RoundDuration() + GracePeriod).ToString(@"hh\:mm\:ss")}.");
// End Basic Rules
var basicRules = EntityQueryEnumerator<BasicStationEventSchedulerComponent>();