CatStation/Content.Server/StationEvents/RampingStationEventSchedulerSystem.cs
Whatstone 27ca7ebbc6
Cleanup: Resolve GameRule warnings. (#46094)
* Resolve StationEvent warnings

* fix misuses of ent after rename, paracusia flip

* oh god more rules

* comments, whitespace, unnecessary precision

* comments, NotNull->IsNull

oops

* more consistent ent vs. ent.Owner, whitespace

* Greytide: "with accress from... access groups"
2026-09-20 17:55:24 +00:00

73 lines
2.9 KiB
C#

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;
/// <summary>
/// Handles ramping scheduling: starts other game rules more and more frequently as the round goes on.
/// </summary>
/// <seealso cref="RampingStationEventSchedulerComponent"/>
public sealed partial class RampingStationEventSchedulerSystem : GameRuleSystem<RampingStationEventSchedulerComponent>
{
[Dependency] private IRobustRandom _random = default!;
[Dependency] private EventManagerSystem _event = default!;
[Dependency] private ServerGameTicker _gameTicker = default!;
/// <summary>
/// Returns the ChaosModifier which increases as round time increases to a point.
/// </summary>
public float GetChaosModifier(Entity<RampingStationEventSchedulerComponent> 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<RampingStationEventSchedulerComponent, GameRuleComponent> 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);
}
/// <summary>
/// Sets the timing of the next event addition.
/// </summary>
private void PickNextEventTime(Entity<RampingStationEventSchedulerComponent> 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);
}
}