using Content.Server.Chat.Managers; // DeltaV using Content.Server._DV.StationEvents.NextEvent; // DeltaV using Content.Server.GameTicking; using Content.Server.GameTicking.Rules; using Content.Server.StationEvents.Components; using Content.Shared.GameTicking.Components; using Robust.Shared.Random; using Robust.Shared.Timing; // DeltaV namespace Content.Server.StationEvents; public sealed class RampingStationEventSchedulerSystem : GameRuleSystem { [Dependency] private readonly IChatManager _chatManager = default!; // DeltaV [Dependency] private readonly IGameTiming _timing = default!; // DeltaV [Dependency] private readonly IRobustRandom _random = default!; [Dependency] private readonly EventManagerSystem _event = default!; [Dependency] private readonly GameTicker _gameTicker = default!; [Dependency] private readonly NextEventSystem _next = default!; // DeltaV /* DeltaV /// /// Returns the ChaosModifier which increases as round time increases to a point. /// 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); /* DeltaV // Worlds shittiest probability distribution // Got a complaint? Send them to component.MaxChaos = _random.NextFloat(component.AverageChaos, component.AverageChaos + component.AverageChaos / 4); // DeltaV - Survival starts a bit faster but ends the same // This is in minutes, so *60 for seconds (for the chaos calc) component.EndTime = _random.NextFloat(component.AverageEndTime - component.AverageEndTime / 4, component.AverageEndTime + component.AverageEndTime / 4) * 60f; component.StartingChaos = component.MaxChaos / 10; */ PickNextEventTime(uid, component); // Begin DeltaV Additions: init NextEventComp if (TryComp(uid, out var nextEventComponent) && _event.TryGenerateRandomEvent(component.ScheduledGameRules, TimeSpan.FromSeconds(component.TimeUntilNextEvent)) is {} firstEvent) { _chatManager.SendAdminAlert(Loc.GetString("station-event-system-run-event-delayed", ("eventName", firstEvent), ("seconds", (int)component.TimeUntilNextEvent))); _next.UpdateNextEvent(nextEventComponent, firstEvent, GameTicker.RoundDuration() + TimeSpan.FromSeconds(component.TimeUntilNextEvent)); } // End DeltaV Additions: init NextEventComp } public override void Update(float frameTime) { base.Update(frameTime); if (!_event.EventsEnabled) return; var query = EntityQueryEnumerator(); 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; } // Begin DeltaV Additions: events using NextEventComponent if (TryComp(uid, out var nextEventComponent)) // If there is a nextEventComponent use the stashed event instead of running it directly. { PickNextEventTime(uid, scheduler); var nextEventTime = GameTicker.RoundDuration() + TimeSpan.FromSeconds(scheduler.TimeUntilNextEvent); if (_event.TryGenerateRandomEvent(scheduler.ScheduledGameRules, nextEventTime) is not {} generatedEvent) continue; _chatManager.SendAdminAlert(Loc.GetString("station-event-system-run-event-delayed", ("eventName", generatedEvent), ("seconds", (int)scheduler.TimeUntilNextEvent))); // Cycle the stashed event with the new generated event and time. string? storedEvent = _next.UpdateNextEvent(nextEventComponent, generatedEvent, nextEventTime); if (string.IsNullOrEmpty(storedEvent)) //If there was no stored event don't try to run it. continue; GameTicker.AddGameRule(storedEvent); continue; } // End DeltaV Additions: events using NextEventComponent PickNextEventTime(uid, scheduler); _event.RunRandomEvent(scheduler.ScheduledGameRules); } } /// /// Sets the timing of the next event addition. /// private void PickNextEventTime(EntityUid uid, RampingStationEventSchedulerComponent component) { /* DeltaV var mod = GetChaosModifier(uid, component); // 4-12 minutes baseline. Will get faster over time as the chaos mod increases. component.TimeUntilNextEvent = _random.NextFloat(240f / mod, 720f / mod); */ // Begin DeltaV Additions var averageTimeUntilNextEvent = component.TimeKeyPoints[0].Y; var timeUntilNextEventDeviation = _random.NextFloat(-1f, 1f) * component.TimeDeviation; var roundTime = (float)_gameTicker.RoundDuration().TotalMinutes; var absoluteTimePoint = 0f; foreach (var point in component.TimeKeyPoints) { absoluteTimePoint += point.X; if (roundTime >= absoluteTimePoint) averageTimeUntilNextEvent = point.Y; } component.TimeUntilNextEvent = (averageTimeUntilNextEvent + timeUntilNextEventDeviation) * 60; // End DeltaV Additions } }