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* TESTING enable events for dev enviroment * Add NextEventComponent * Check for schedulers NextEventComponent * Seperate gernateing event to its own method * Add NextEventSystem and use in BasicStationEventSchedulerSystem * TESTING: Override time and player restrictions * Stash events in NextEventComponent (#1) * Add NextEventComponent * Check for schedulers NextEventComponent * Seperate gernateing event to its own method * Add NextEventSystem and use in BasicStationEventSchedulerSystem * Format code * Add nextEvent time perdiction * Use RunTime instead of float minutes * Bug fixes * Add NextEvent to Ramping and Meteors * Fix timing on BasticStationEvents * initialize NextEventComponent when created * Event scheduler caching (#2) * Check for schedulers NextEventComponent * Seperate gernateing event to its own method * Add NextEventSystem and use in BasicStationEventSchedulerSystem * Format code * Add nextEvent time perdiction * Use RunTime instead of float minutes * Bug fixes * Add NextEvent to Ramping and Meteors * Fix timing on BasticStationEvents * initialize NextEventComponent when created --------- Signed-off-by: SolStar <44028047+ewokswagger@users.noreply.github.com> * Revert "Event scheduler caching (#2)" This reverts commitbf9cd26ed4. * Revert "Merge branch 'seer' into stash-next-event" This reverts commit656ca26173, reversing changes made to36f45be10e. * Revert "Caching next exent" This reverts commit9f1bee4131, reversing changes made to82678d9c18. * Reapply "Event scheduler caching (#2)" This reverts commit82678d9c18. * More merge conflict nonsence * oops * oops 2 * Oops 3 * Precognition Psionic ability (#3) * Precognition ability added * Precog get next event * Get soonest event and display * update prototypes with precog results * Add random * Use Timespan for UseDelay * Damage breaks doafter * typo * fix localization * fix do after * Add effects durring do after * Revert "TESTING enable events for dev enviroment" This reverts commit03453133bd. * Revert testing changes * add deltav comments * Cleaning up! * Move NextEvent to server space * Fix NextEventId init value * Reverted upstream file to block scoped namespace * Add precognitnon result messages * reverting testing changes for real * Add admin alert for upcoming events * Add sound effect * make alert more subtule * extended max window size * fix message mixup * yaml fixes * more yaml fixes * Delta Changes * totaly a yaml error trust * remove unsessesary weights --------- Signed-off-by: SolStar <44028047+ewokswagger@users.noreply.github.com>
109 lines
5.2 KiB
C#
109 lines
5.2 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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// DeltaV - end init NextEventComp
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if (TryComp<NextEventComponent>(uid, out var nextEventComponent)
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&& _event.TryGenerateRandomEvent(component.ScheduledGameRules, out string? firstEvent, TimeSpan.FromSeconds(component.TimeUntilNextEvent))
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&& firstEvent != null)
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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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// DeltaV - end 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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// DeltaV 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, out string? generatedEvent, nextEventTime) || generatedEvent == null)
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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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// DeltaV end 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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