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225 lines
10 KiB
C#
225 lines
10 KiB
C#
using System.Linq;
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using Content.Server.Administration;
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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.Administration;
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using Content.Shared.EntityTable;
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using Content.Shared.GameTicking.Components;
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using JetBrains.Annotations;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Toolshed;
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using Robust.Shared.Toolshed.TypeParsers;
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using Robust.Shared.Utility;
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namespace Content.Server.StationEvents
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{
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/// <summary>
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/// The basic event scheduler rule, loosely based off of /tg/ events, which most
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/// game presets use.
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/// </summary>
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[UsedImplicitly]
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public sealed class BasicStationEventSchedulerSystem : GameRuleSystem<BasicStationEventSchedulerComponent>
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{
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly EventManagerSystem _event = default!;
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protected override void Started(EntityUid uid, BasicStationEventSchedulerComponent component, GameRuleComponent gameRule,
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GameRuleStartedEvent args)
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{
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// A little starting variance so schedulers dont all proc at once.
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component.TimeUntilNextEvent = RobustRandom.NextFloat(component.MinimumTimeUntilFirstEvent, component.MinimumTimeUntilFirstEvent + 120);
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}
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protected override void Ended(EntityUid uid, BasicStationEventSchedulerComponent component, GameRuleComponent gameRule,
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GameRuleEndedEvent args)
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{
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component.TimeUntilNextEvent = component.MinimumTimeUntilFirstEvent;
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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<BasicStationEventSchedulerComponent, GameRuleComponent>();
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while (query.MoveNext(out var uid, out var eventScheduler, 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 (eventScheduler.TimeUntilNextEvent > 0)
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{
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eventScheduler.TimeUntilNextEvent -= frameTime;
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continue;
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}
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_event.RunRandomEvent(eventScheduler.ScheduledGameRules);
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ResetTimer(eventScheduler);
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}
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}
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/// <summary>
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/// Reset the event timer once the event is done.
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/// </summary>
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private void ResetTimer(BasicStationEventSchedulerComponent component)
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{
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component.TimeUntilNextEvent = component.MinMaxEventTiming.Next(_random);
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}
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}
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[ToolshedCommand, AdminCommand(AdminFlags.Debug)]
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public sealed class StationEventCommand : ToolshedCommand
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{
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private EventManagerSystem? _stationEvent;
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private EntityTableSystem? _entityTable;
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private IComponentFactory? _compFac;
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private IRobustRandom? _random;
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/// <summary>
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/// Estimates the expected number of times an event will run over the course of X rounds, taking into account weights and
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/// how many events are expected to run over a given timeframe for a given playercount by repeatedly simulating rounds.
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/// Effectively /100 (if you put 100 rounds) = probability an event will run per round.
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/// </summary>
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/// <remarks>
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/// This isn't perfect. Code path eventually goes into <see cref="EventManagerSystem.CanRun"/>, which requires
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/// state from <see cref="GameTicker"/>. As a result, you should probably just run this locally and not doing
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/// a real round (it won't pollute the state, but it will get contaminated by previously ran events in the actual round)
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/// and things like `MaxOccurrences` and `ReoccurrenceDelay` won't be respected.
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///
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/// I consider these to not be that relevant to the analysis here though (and I don't want most uses of them
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/// to even exist) so I think it's fine.
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/// </remarks>
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[CommandImplementation("simulate")]
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public IEnumerable<(string, float)> Simulate([CommandArgument] Prototype<EntityPrototype> eventSchedulerProto, [CommandArgument] int rounds, [CommandArgument] int playerCount, [CommandArgument] float roundEndMean, [CommandArgument] float roundEndStdDev)
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{
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_stationEvent ??= GetSys<EventManagerSystem>();
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_entityTable ??= GetSys<EntityTableSystem>();
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_compFac ??= IoCManager.Resolve<IComponentFactory>();
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_random ??= IoCManager.Resolve<IRobustRandom>();
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var occurrences = new Dictionary<string, int>();
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foreach (var ev in _stationEvent.AllEvents())
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{
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occurrences.Add(ev.Key.ID, 0);
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}
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eventSchedulerProto.Deconstruct(out EntityPrototype eventScheduler);
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if (!eventScheduler.TryGetComponent<BasicStationEventSchedulerComponent>(out var basicScheduler, _compFac))
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{
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return occurrences.Select(p => (p.Key, (float)p.Value)).OrderByDescending(p => p.Item2);
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}
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var compMinMax = basicScheduler.MinMaxEventTiming; // we gotta do this since we cant execute on comp w/o an ent.
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for (var i = 0; i < rounds; i++)
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{
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var curTime = TimeSpan.Zero;
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var randomEndTime = _random.NextGaussian(roundEndMean, roundEndStdDev) * 60; // Its in minutes, should probably be a better time format once we get that in toolshed like [hh:mm:ss]
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if (randomEndTime <= 0)
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continue;
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while (curTime.TotalSeconds < randomEndTime)
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{
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// sim an event
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curTime += TimeSpan.FromSeconds(compMinMax.Next(_random));
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var available = _stationEvent.AvailableEvents(false, playerCount, curTime);
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if (!_stationEvent.TryBuildLimitedEvents(basicScheduler.ScheduledGameRules, available, out var selectedEvents))
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{
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continue; // doesnt break because maybe the time is preventing events being available.
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}
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var ev = _stationEvent.FindEvent(selectedEvents);
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if (ev == null)
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continue;
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occurrences[ev] += 1;
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}
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}
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return occurrences.Select(p => (p.Key, (float) p.Value)).OrderByDescending(p => p.Item2);
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}
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[CommandImplementation("lsprob")]
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public IEnumerable<(string, float)> LsProb([CommandArgument] Prototype<EntityPrototype> eventSchedulerProto)
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{
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_compFac ??= IoCManager.Resolve<IComponentFactory>();
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_stationEvent ??= GetSys<EventManagerSystem>();
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eventSchedulerProto.Deconstruct(out EntityPrototype eventScheduler);
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if (!eventScheduler.TryGetComponent<BasicStationEventSchedulerComponent>(out var basicScheduler, _compFac))
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yield break;
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var available = _stationEvent.AvailableEvents();
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if (!_stationEvent.TryBuildLimitedEvents(basicScheduler.ScheduledGameRules, available, out var events))
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yield break;
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var totalWeight = events.Sum(x => x.Value.Weight); // Well this shit definitely isnt correct now, and I see no way to make it correct.
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// Its probably *fine* but it wont be accurate if the EntityTableSelector does any subsetting.
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foreach (var (proto, comp) in events) // The only solution I see is to do a simulation, and we already have that, so...!
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{
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yield return (proto.ID, comp.Weight / totalWeight);
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}
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}
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[CommandImplementation("lsprobtheoretical")]
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public IEnumerable<(string, float)> LsProbTime([CommandArgument] Prototype<EntityPrototype> eventSchedulerProto, [CommandArgument] int playerCount, [CommandArgument] float time)
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{
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_compFac ??= IoCManager.Resolve<IComponentFactory>();
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_stationEvent ??= GetSys<EventManagerSystem>();
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eventSchedulerProto.Deconstruct(out EntityPrototype eventScheduler);
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if (!eventScheduler.TryGetComponent<BasicStationEventSchedulerComponent>(out var basicScheduler, _compFac))
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yield break;
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var timemins = time * 60;
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var theoryTime = TimeSpan.Zero + TimeSpan.FromSeconds(timemins);
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var available = _stationEvent.AvailableEvents(false, playerCount, theoryTime);
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if (!_stationEvent.TryBuildLimitedEvents(basicScheduler.ScheduledGameRules, available, out var untimedEvents))
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yield break;
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var events = untimedEvents.Where(pair => pair.Value.EarliestStart <= timemins).ToList();
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var totalWeight = events.Sum(x => x.Value.Weight); // same subsetting issue as lsprob.
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foreach (var (proto, comp) in events)
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{
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yield return (proto.ID, comp.Weight / totalWeight);
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}
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}
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[CommandImplementation("prob")]
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public float Prob([CommandArgument] Prototype<EntityPrototype> eventSchedulerProto, [CommandArgument] string eventId)
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{
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_compFac ??= IoCManager.Resolve<IComponentFactory>();
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_stationEvent ??= GetSys<EventManagerSystem>();
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eventSchedulerProto.Deconstruct(out EntityPrototype eventScheduler);
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if (!eventScheduler.TryGetComponent<BasicStationEventSchedulerComponent>(out var basicScheduler, _compFac))
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return 0f;
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var available = _stationEvent.AvailableEvents();
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if (!_stationEvent.TryBuildLimitedEvents(basicScheduler.ScheduledGameRules, available, out var events))
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return 0f;
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var totalWeight = events.Sum(x => x.Value.Weight); // same subsetting issue as lsprob.
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var weight = 0f;
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if (events.TryFirstOrNull(p => p.Key.ID == eventId, out var pair))
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{
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weight = pair.Value.Value.Weight;
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}
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return weight / totalWeight;
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}
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}
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}
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