110 lines
5.1 KiB
C#
110 lines
5.1 KiB
C#
using Content.Server.Chat.Managers; // DeltaV
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using Content.Server.DeltaV.StationEvents.NextEvent; // DeltaV
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using Content.Server.GameTicking;
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using Content.Server.GameTicking.Rules;
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using Content.Server.StationEvents.Components;
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using Content.Shared.GameTicking.Components;
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using Robust.Shared.Random;
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using Robust.Shared.Timing; // DeltaV
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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 IChatManager _chatManager = default!; // DeltaV
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[Dependency] private readonly IGameTiming _timing = default!; // DeltaV
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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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[Dependency] private readonly NextEventSystem _next = default!; // DeltaV
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/// <summary>
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/// Returns the ChaosModifier which increases as round time increases to a point.
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/// </summary>
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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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// Worlds shittiest probability distribution
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// Got a complaint? Send them to
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component.MaxChaos = _random.NextFloat(component.AverageChaos - component.AverageChaos / 4, component.AverageChaos + component.AverageChaos / 4);
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// This is in minutes, so *60 for seconds (for the chaos calc)
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component.EndTime = _random.NextFloat(component.AverageEndTime - component.AverageEndTime / 4, component.AverageEndTime + component.AverageEndTime / 4) * 60f;
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component.StartingChaos = component.MaxChaos / 10;
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PickNextEventTime(uid, component);
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// Begin DeltaV Additions: init NextEventComp
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if (TryComp<NextEventComponent>(uid, out var nextEventComponent)
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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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}
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// End DeltaV Additions: init NextEventComp
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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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continue;
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if (scheduler.TimeUntilNextEvent > 0f)
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{
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scheduler.TimeUntilNextEvent -= frameTime;
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continue;
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}
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// Begin DeltaV Additions: events using NextEventComponent
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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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if (_event.TryGenerateRandomEvent(scheduler.ScheduledGameRules, nextEventTime) is not {} generatedEvent)
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continue;
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_chatManager.SendAdminAlert(Loc.GetString("station-event-system-run-event-delayed", ("eventName", generatedEvent), ("seconds", (int)scheduler.TimeUntilNextEvent)));
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// Cycle the stashed event with the new generated event and time.
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string? storedEvent = _next.UpdateNextEvent(nextEventComponent, generatedEvent, nextEventTime);
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if (string.IsNullOrEmpty(storedEvent)) //If there was no stored event don't try to run it.
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continue;
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GameTicker.AddGameRule(storedEvent);
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continue;
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}
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// End DeltaV Additions: events using NextEventComponent
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PickNextEventTime(uid, scheduler);
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_event.RunRandomEvent(scheduler.ScheduledGameRules);
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}
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}
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/// <summary>
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/// Sets the timing of the next event addition.
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/// </summary>
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private void PickNextEventTime(EntityUid uid, RampingStationEventSchedulerComponent component)
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{
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var mod = GetChaosModifier(uid, component);
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// 4-12 minutes baseline. Will get faster over time as the chaos mod increases.
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component.TimeUntilNextEvent = _random.NextFloat(240f / mod, 720f / mod);
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}
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}
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