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crystall-punk-14/Content.Server/StationEvents/RampingStationEventSchedulerSystem.cs

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using Content.Server.GameTicking;
using Content.Server.GameTicking.Rules;
using Content.Server.StationEvents.Events;
using Content.Shared.CCVar;
using Robust.Shared.Configuration;
using Robust.Shared.Random;
namespace Content.Server.StationEvents;
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public sealed class RampingStationEventSchedulerSystem : GameRuleSystem
{
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public override string Prototype => "RampingStationEventScheduler";
[Dependency] private readonly IConfigurationManager _cfg = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly EventManagerSystem _event = default!;
[Dependency] private readonly GameTicker _gameTicker = default!;
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[ViewVariables(VVAccess.ReadWrite)]
private float _endTime;
[ViewVariables(VVAccess.ReadWrite)]
private float _maxChaos;
[ViewVariables(VVAccess.ReadWrite)]
private float _startingChaos;
[ViewVariables(VVAccess.ReadWrite)]
private float _timeUntilNextEvent;
[ViewVariables]
public float ChaosModifier
{
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get
{
var roundTime = (float) _gameTicker.RoundDuration().TotalSeconds;
if (roundTime > _endTime)
return _maxChaos;
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return (_maxChaos / _endTime) * roundTime + _startingChaos;
}
}
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<GetSeverityModifierEvent>(OnGetSeverityModifier);
}
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public override void Started()
{
var avgChaos = _cfg.GetCVar(CCVars.EventsRampingAverageChaos);
var avgTime = _cfg.GetCVar(CCVars.EventsRampingAverageEndTime);
// Worlds shittiest probability distribution
// Got a complaint? Send them to
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_maxChaos = _random.NextFloat(avgChaos - avgChaos / 4, avgChaos + avgChaos / 4);
// This is in minutes, so *60 for seconds (for the chaos calc)
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_endTime = _random.NextFloat(avgTime - avgTime / 4, avgTime + avgTime / 4) * 60f;
_startingChaos = _maxChaos / 10;
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PickNextEventTime();
}
public override void Ended()
{
_endTime = 0f;
_maxChaos = 0f;
_startingChaos = 0f;
_timeUntilNextEvent = 0f;
}
public override void Update(float frameTime)
{
base.Update(frameTime);
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if (!RuleStarted || !_event.EventsEnabled)
return;
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if (_timeUntilNextEvent > 0f)
{
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_timeUntilNextEvent -= frameTime;
return;
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}
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PickNextEventTime();
_event.RunRandomEvent();
}
private void OnGetSeverityModifier(GetSeverityModifierEvent ev)
{
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if (!RuleStarted)
return;
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ev.Modifier *= ChaosModifier;
Logger.Info($"Ramping set modifier to {ev.Modifier}");
}
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private void PickNextEventTime()
{
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var mod = ChaosModifier;
// 4-12 minutes baseline. Will get faster over time as the chaos mod increases.
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_timeUntilNextEvent = _random.NextFloat(240f / mod, 720f / mod);
}
}