CatStation/Content.Server/StationEvents/RampingStationEventSchedulerSystem.cs
Princess Cheeseballs 2c6ffecf62
Move GameTicker to Shared (#45834)
* 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
2026-09-16 19:34:19 +00:00

68 lines
2.8 KiB
C#

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<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(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);
}
/// <summary>
/// Sets the timing of the next event addition.
/// </summary>
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);
}
}