using Content.Server.GameTicking; using Content.Server.GameTicking.Rules; using Content.Server.StationEvents.Components; using Content.Shared.GameTicking.Components; using Content.Shared.GameTicking.Rules; using Robust.Shared.Random; namespace Content.Server.StationEvents; 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(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); // Worlds shittiest probability distribution // Got a complaint? Send them to component.MaxChaos = _random.NextFloat(component.AverageChaos - component.AverageChaos / 4, component.AverageChaos + component.AverageChaos / 4); // 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); } // 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(EntityUid uid, RampingStationEventSchedulerComponent component) { 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); } }