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* Scope creep my ass * why was this shit not pushed???? * gone... * fix that * review plus buildd * asfsafsafsafsafas * grug * burber * I'll fix this later * shrimply die * also this * it's snerf or snuthin * assaads * round snend * aaaa * fix this shit for real * actually, don't start GameRules until MapInit now that I think aboot it. * forgot u * don't actually need this part nullable * Deffer comp removal * one liner * do that too * chungus * Honestly makes more sense here, plus WHY are we doing all that shit on "GameRuleAdded" rather than GameRuleStarted(?) * deferred removal :V * aaaaaaaaaaaaaaa * whhop * Whoop * better * landmine that I placed for myself then forgot about lmao * cleanup * FUCKING `!` * gotovo * amogus * please don't check by metadata I beg * waawsasfdfsasfa * sfafsasfafsas * fdsaasffsasfa * code * fix * fasasffasfasfsad * chungaas * I may be stupid * gra * graaaaaaaaaaaaaaaaa * comment * gra * clearing is not predicted and would require major refactors, so don't cache on client. * lame shit :P * last holes * nukeopsfsafsasafsfafsa * why was that shit public bruh * bubrbgwahrghfaka * dynamic * revert change that did nothing lmao
68 lines
2.8 KiB
C#
68 lines
2.8 KiB
C#
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 Content.Shared.GameTicking.Rules;
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using Robust.Shared.Random;
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namespace Content.Server.StationEvents;
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public sealed partial class RampingStationEventSchedulerSystem : GameRuleSystem<RampingStationEventSchedulerComponent>
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{
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[Dependency] private IRobustRandom _random = default!;
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[Dependency] private EventManagerSystem _event = default!;
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[Dependency] private ServerGameTicker _gameTicker = default!;
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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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}
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// TODO: GO THROUGH EVERY SINGLE GAME RULE AND JUST CLEAN THIS STUFF UP!!!
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protected override void ActiveTick(EntityUid entityUid, RampingStationEventSchedulerComponent component, GameRuleComponent gameRuleComponent, float frameTime)
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{
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if (!_event.EventsEnabled)
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return;
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if (component.TimeUntilNextEvent > 0f)
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{
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component.TimeUntilNextEvent -= frameTime;
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return;
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}
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PickNextEventTime(entityUid, component);
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_event.RunRandomEvent(component.ScheduledGameRules);
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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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