Delta-v/Content.Server/StationEvents/Components/RampingStationEventSchedule...

61 lines
2.1 KiB
C#

using Content.Shared.EntityTable.EntitySelectors;
using System.Numerics; // DeltaV
namespace Content.Server.StationEvents.Components;
[RegisterComponent, Access(typeof(RampingStationEventSchedulerSystem))]
public sealed partial class RampingStationEventSchedulerComponent : Component
{
/* DeltaV
/// <summary>
/// Average ending chaos modifier for the ramping event scheduler. Higher means faster.
/// Max chaos chosen for a round will deviate from this
/// </summary>
[DataField]
public float AverageChaos = 12f;
/// <summary>
/// Average time (in minutes) for when the ramping event scheduler should stop increasing the chaos modifier.
/// Close to how long you expect a round to last, so you'll probably have to tweak this on downstreams.
/// </summary>
[DataField]
public float AverageEndTime = 90f;
[DataField]
public float EndTime;
[DataField]
public float MaxChaos;
[DataField]
public float StartingChaos;
*/
/// <summary>
/// DeltaV - Key points which determine during what period will events last on average.
/// X is duration of the setting in minutes. Y is time until next event in minutes.
/// </summary>
[DataField(required: true)]
public List<Vector2> TimeKeyPoints = new()
{
new Vector2(0f, 1f)
};
/// <summary>
/// DeltaV - Maximum possible error when randomly offsetting time until next event.
/// </summary>
[DataField]
public float TimeDeviation = 1;
[DataField]
public float TimeUntilNextEvent;
/// <summary>
/// The gamerules that the scheduler can choose from
/// </summary>
/// Reminder that though we could do all selection via the EntityTableSelector, we also need to consider various <see cref="StationEventComponent"/> restrictions.
/// As such, we want to pass a list of acceptable game rules, which are then parsed for restrictions by the <see cref="EventManagerSystem"/>.
[DataField(required: true)]
public EntityTableSelector ScheduledGameRules = default!;
}