using Content.Server.GameTicking; using Content.Server.StationEvents.Components; using Content.Shared.GameTicking.Components; using Content.Shared.GameTicking.Rules; using Robust.Shared.Random; namespace Content.Server.StationEvents; /// /// Handles ramping scheduling: starts other game rules more and more frequently as the round goes on. /// /// public sealed partial class RampingStationEventSchedulerSystem : GameRuleSystem { [Dependency] private IRobustRandom _random = default!; [Dependency] private EventManagerSystem _event = default!; [Dependency] private ServerGameTicker _gameTicker = default!; /// /// Returns the ChaosModifier which increases as round time increases to a point. /// public float GetChaosModifier(Entity ent) { var roundTime = (float)_gameTicker.RoundDuration().TotalSeconds; if (roundTime > ent.Comp.EndTime) return ent.Comp.MaxChaos; return ent.Comp.MaxChaos / ent.Comp.EndTime * roundTime + ent.Comp.StartingChaos; } protected override void Started(Entity ent, ref GameRuleStartedEvent args) { base.Started(ent, ref args); var scheduler = ent.Comp1; // Worlds shittiest probability distribution // Got a complaint? Send them to scheduler.MaxChaos = _random.NextFloat(scheduler.AverageChaos - scheduler.AverageChaos / 4, scheduler.AverageChaos + scheduler.AverageChaos / 4); // This is in minutes, so *60 for seconds (for the chaos calc) scheduler.EndTime = _random.NextFloat(scheduler.AverageEndTime - scheduler.AverageEndTime / 4, scheduler.AverageEndTime + scheduler.AverageEndTime / 4) * 60f; scheduler.StartingChaos = scheduler.MaxChaos / 10; PickNextEventTime(ent); } // TODO: GO THROUGH EVERY SINGLE GAME RULE AND JUST CLEAN THIS STUFF UP!!! protected override void ActiveTick(EntityUid entityUid, RampingStationEventSchedulerComponent component, GameRuleComponent gameRuleComponent, float frameTime) { if (!_event.EventsEnabled) return; if (component.TimeUntilNextEvent > 0f) { component.TimeUntilNextEvent -= frameTime; return; } PickNextEventTime((entityUid, component)); _event.RunRandomEvent(component.ScheduledGameRules); } /// /// Sets the timing of the next event addition. /// private void PickNextEventTime(Entity ent) { var mod = GetChaosModifier(ent); // 4-12 minutes baseline. Will get faster over time as the chaos mod increases. ent.Comp.TimeUntilNextEvent = _random.NextFloat(240f / mod, 720f / mod); } }