refactor event schedulers to use explicit game rules (#29320)
* works, still has testing values, im sure I did stupid shit. * shitvent crapfactor * snap extra word out of existence * shit I died of old * remove useless inaccurate design comments * Oopsie, handle requirement params in RandomRuleSystem too * I'm a slash slinging hasher * Address reviews, add admin alerts I forgor * EntityMan saves the day * address reviews 1 * eh, I actually don't care about the cargo gifts thing. * started * Do reviews * you actually meant 1.2 lmao * dependency inheritance is a fickle bitch * I have no idea. * Threads are for sheets not computers. * fix traitor rule test * fix round type tattling * break things * It worky * Toolshed makes we want to drink depresso. * Finished? * remove debug values * timings * use defaults * alphabetize * bobby drop tables * Float required fr fr * continue * more continence * uno mas * obsolution * cleanup and documentations * Yell at self * use the right value defaults * housekeeping
This commit is contained in:
@@ -9,6 +9,7 @@ using JetBrains.Annotations;
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using Robust.Shared.Console;
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using Robust.Shared.Map;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Localization;
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namespace Content.Server.GameTicking;
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@@ -71,6 +72,16 @@ public sealed partial class GameTicker
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var ruleEntity = Spawn(ruleId, MapCoordinates.Nullspace);
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_sawmill.Info($"Added game rule {ToPrettyString(ruleEntity)}");
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_adminLogger.Add(LogType.EventStarted, $"Added game rule {ToPrettyString(ruleEntity)}");
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var str = Loc.GetString("station-event-system-run-event", ("eventName", ToPrettyString(ruleEntity)));
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#if DEBUG
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_chatManager.SendAdminAlert(str);
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#else
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if (RunLevel == GameRunLevel.InRound) // avoids telling admins the round type before it starts so that can be handled elsewhere.
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{
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_chatManager.SendAdminAlert(str);
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}
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#endif
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Log.Info(str);
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var ev = new GameRuleAddedEvent(ruleEntity, ruleId);
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RaiseLocalEvent(ruleEntity, ref ev, true);
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@@ -2,11 +2,12 @@ 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.GameTicking.Rules.Components;
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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.Utility;
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@@ -23,13 +24,17 @@ namespace Content.Server.StationEvents
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly EventManagerSystem _event = default!;
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public const float MinEventTime = 60 * 3;
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public const float MaxEventTime = 60 * 10;
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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 = BasicStationEventSchedulerComponent.MinimumTimeUntilFirstEvent;
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component.TimeUntilNextEvent = component.MinimumTimeUntilFirstEvent;
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}
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@@ -49,10 +54,10 @@ namespace Content.Server.StationEvents
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if (eventScheduler.TimeUntilNextEvent > 0)
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{
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eventScheduler.TimeUntilNextEvent -= frameTime;
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return;
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continue;
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}
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_event.RunRandomEvent();
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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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@@ -62,7 +67,7 @@ namespace Content.Server.StationEvents
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/// </summary>
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private void ResetTimer(BasicStationEventSchedulerComponent component)
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{
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component.TimeUntilNextEvent = _random.NextFloat(MinEventTime, MaxEventTime);
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component.TimeUntilNextEvent = component.MinMaxEventTiming.Next(_random);
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}
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}
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@@ -70,7 +75,8 @@ namespace Content.Server.StationEvents
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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 BasicStationEventSchedulerSystem? _basicScheduler;
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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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@@ -88,10 +94,11 @@ namespace Content.Server.StationEvents
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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] int rounds, [CommandArgument] int playerCount, [CommandArgument] float roundEndMean, [CommandArgument] float roundEndStdDev)
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public IEnumerable<(string, float)> Simulate([CommandArgument] EntityPrototype eventScheduler, [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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_basicScheduler ??= GetSys<BasicStationEventSchedulerSystem>();
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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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@@ -101,6 +108,13 @@ namespace Content.Server.StationEvents
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occurrences.Add(ev.Key.ID, 0);
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}
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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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@@ -111,9 +125,16 @@ namespace Content.Server.StationEvents
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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(_random.NextFloat(BasicStationEventSchedulerSystem.MinEventTime, BasicStationEventSchedulerSystem.MaxEventTime));
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curTime += TimeSpan.FromSeconds(compMinMax.Next(_random));
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if (!_stationEvent.TryBuildLimitedEvents(basicScheduler.ScheduledGameRules, 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 available = _stationEvent.AvailableEvents(false, playerCount, curTime);
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var ev = _stationEvent.FindEvent(available);
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var plausibleEvents = new Dictionary<EntityPrototype, StationEventComponent>(available.Intersect(selectedEvents)); // C# makes me sad
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var ev = _stationEvent.FindEvent(plausibleEvents);
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if (ev == null)
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continue;
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@@ -125,26 +146,40 @@ namespace Content.Server.StationEvents
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}
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[CommandImplementation("lsprob")]
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public IEnumerable<(string, float)> LsProb()
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public IEnumerable<(string, float)> LsProb([CommandArgument] EntityPrototype eventScheduler)
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{
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_compFac ??= IoCManager.Resolve<IComponentFactory>();
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_stationEvent ??= GetSys<EventManagerSystem>();
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var events = _stationEvent.AllEvents();
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var totalWeight = events.Sum(x => x.Value.Weight);
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if (!eventScheduler.TryGetComponent<BasicStationEventSchedulerComponent>(out var basicScheduler, _compFac))
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yield break;
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foreach (var (proto, comp) in events)
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if (!_stationEvent.TryBuildLimitedEvents(basicScheduler.ScheduledGameRules, 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("lsprobtime")]
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public IEnumerable<(string, float)> LsProbTime([CommandArgument] float time)
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public IEnumerable<(string, float)> LsProbTime([CommandArgument] EntityPrototype eventScheduler, [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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var events = _stationEvent.AllEvents().Where(pair => pair.Value.EarliestStart <= time).ToList();
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var totalWeight = events.Sum(x => x.Value.Weight);
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if (!eventScheduler.TryGetComponent<BasicStationEventSchedulerComponent>(out var basicScheduler, _compFac))
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yield break;
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if (!_stationEvent.TryBuildLimitedEvents(basicScheduler.ScheduledGameRules, out var untimedEvents))
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yield break;
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var events = untimedEvents.Where(pair => pair.Value.EarliestStart <= time).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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@@ -153,12 +188,18 @@ namespace Content.Server.StationEvents
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}
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[CommandImplementation("prob")]
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public float Prob([CommandArgument] string eventId)
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public float Prob([CommandArgument] EntityPrototype eventScheduler, [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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var events = _stationEvent.AllEvents();
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var totalWeight = events.Sum(x => x.Value.Weight);
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if (!eventScheduler.TryGetComponent<BasicStationEventSchedulerComponent>(out var basicScheduler, _compFac))
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return 0f;
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if (!_stationEvent.TryBuildLimitedEvents(basicScheduler.ScheduledGameRules, 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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@@ -1,14 +1,35 @@
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namespace Content.Server.StationEvents.Components;
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using Content.Shared.Destructible.Thresholds;
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using Content.Shared.EntityTable.EntitySelectors;
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namespace Content.Server.StationEvents.Components;
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[RegisterComponent, Access(typeof(BasicStationEventSchedulerSystem))]
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public sealed partial class BasicStationEventSchedulerComponent : Component
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{
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public const float MinimumTimeUntilFirstEvent = 300;
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/// <summary>
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/// How long the the scheduler waits to begin starting rules.
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/// </summary>
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[DataField]
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public float MinimumTimeUntilFirstEvent = 200;
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/// <summary>
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/// How long until the next check for an event runs
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/// The minimum and maximum time between rule starts in seconds.
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/// </summary>
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/// Default value is how long until first event is allowed
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[ViewVariables(VVAccess.ReadWrite)]
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public float TimeUntilNextEvent = MinimumTimeUntilFirstEvent;
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[DataField]
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public MinMax MinMaxEventTiming = new(3 * 60, 10 * 60);
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/// <summary>
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/// How long until the next check for an event runs, is initially set based on MinimumTimeUntilFirstEvent & MinMaxEventTiming.
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/// </summary>
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[DataField]
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public float TimeUntilNextEvent;
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/// <summary>
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/// The gamerules that the scheduler can choose from
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/// </summary>
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/// Reminder that though we could do all selection via the EntityTableSelector, we also need to consider various <see cref="StationEventComponent"/> restrictions.
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/// As such, we want to pass a list of acceptable game rules, which are then parsed for restrictions by the <see cref="EventManagerSystem"/>.
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[DataField(required: true)]
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public EntityTableSelector ScheduledGameRules = default!;
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}
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@@ -1,24 +0,0 @@
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using Content.Shared.Random;
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using Robust.Shared.Prototypes;
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namespace Content.Server.StationEvents.Components;
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/// <summary>
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/// This is used for running meteor swarm events at regular intervals.
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/// </summary>
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[RegisterComponent, Access(typeof(MeteorSchedulerSystem)), AutoGenerateComponentPause]
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public sealed partial class MeteorSchedulerComponent : Component
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{
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/// <summary>
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/// The weights for which swarms will be selected.
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/// </summary>
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[DataField]
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public ProtoId<WeightedRandomEntityPrototype> Config = "DefaultConfig";
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/// <summary>
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/// The time at which the next swarm occurs.
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/// </summary>
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[DataField, AutoPausedField]
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public TimeSpan NextSwarmTime = TimeSpan.Zero;
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}
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@@ -1,17 +1,41 @@
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namespace Content.Server.StationEvents.Components;
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using Content.Shared.EntityTable.EntitySelectors;
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namespace Content.Server.StationEvents.Components;
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[RegisterComponent, Access(typeof(RampingStationEventSchedulerSystem))]
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public sealed partial class RampingStationEventSchedulerComponent : Component
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{
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[DataField("endTime"), ViewVariables(VVAccess.ReadWrite)]
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/// <summary>
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/// Average ending chaos modifier for the ramping event scheduler. Higher means faster.
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/// Max chaos chosen for a round will deviate from this
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/// </summary>
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[DataField]
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public float AverageChaos = 6f;
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/// <summary>
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/// Average time (in minutes) for when the ramping event scheduler should stop increasing the chaos modifier.
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/// Close to how long you expect a round to last, so you'll probably have to tweak this on downstreams.
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/// </summary>
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[DataField]
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public float AverageEndTime = 40f;
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[DataField]
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public float EndTime;
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[DataField("maxChaos"), ViewVariables(VVAccess.ReadWrite)]
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[DataField]
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public float MaxChaos;
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[DataField("startingChaos"), ViewVariables(VVAccess.ReadWrite)]
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[DataField]
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public float StartingChaos;
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[DataField("timeUntilNextEvent"), ViewVariables(VVAccess.ReadWrite)]
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[DataField]
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public float TimeUntilNextEvent;
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/// <summary>
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/// The gamerules that the scheduler can choose from
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/// </summary>
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/// Reminder that though we could do all selection via the EntityTableSelector, we also need to consider various <see cref="StationEventComponent"/> restrictions.
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/// As such, we want to pass a list of acceptable game rules, which are then parsed for restrictions by the <see cref="EventManagerSystem"/>.
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[DataField(required: true)]
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public EntityTableSelector ScheduledGameRules = default!;
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}
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@@ -1,5 +1,4 @@
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using System.Linq;
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using Content.Server.Chat.Managers;
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using Content.Server.GameTicking;
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using Content.Server.RoundEnd;
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using Content.Server.StationEvents.Components;
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@@ -8,6 +7,8 @@ using Robust.Server.Player;
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using Robust.Shared.Configuration;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
|
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using Content.Shared.EntityTable.EntitySelectors;
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using Content.Shared.EntityTable;
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|
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namespace Content.Server.StationEvents;
|
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@@ -17,7 +18,7 @@ public sealed class EventManagerSystem : EntitySystem
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[Dependency] private readonly IPlayerManager _playerManager = default!;
|
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[Dependency] private readonly IRobustRandom _random = default!;
|
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[Dependency] private readonly IPrototypeManager _prototype = default!;
|
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[Dependency] private readonly IChatManager _chat = default!;
|
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[Dependency] private readonly EntityTableSystem _entityTable = default!;
|
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[Dependency] public readonly GameTicker GameTicker = default!;
|
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[Dependency] private readonly RoundEndSystem _roundEnd = default!;
|
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|
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@@ -34,7 +35,8 @@ public sealed class EventManagerSystem : EntitySystem
|
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/// <summary>
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/// Randomly runs a valid event.
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/// </summary>
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public string RunRandomEvent()
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[Obsolete("use overload taking EnityTableSelector instead or risk unexpected results")]
|
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public void RunRandomEvent()
|
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{
|
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var randomEvent = PickRandomEvent();
|
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|
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@@ -42,14 +44,86 @@ public sealed class EventManagerSystem : EntitySystem
|
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{
|
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var errStr = Loc.GetString("station-event-system-run-random-event-no-valid-events");
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Log.Error(errStr);
|
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return errStr;
|
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return;
|
||||
}
|
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|
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var ent = GameTicker.AddGameRule(randomEvent);
|
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var str = Loc.GetString("station-event-system-run-event",("eventName", ToPrettyString(ent)));
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_chat.SendAdminAlert(str);
|
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Log.Info(str);
|
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return str;
|
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GameTicker.AddGameRule(randomEvent);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Randomly runs an event from provided EntityTableSelector.
|
||||
/// </summary>
|
||||
public void RunRandomEvent(EntityTableSelector limitedEventsTable)
|
||||
{
|
||||
if (!TryBuildLimitedEvents(limitedEventsTable, out var limitedEvents))
|
||||
{
|
||||
Log.Warning("Provided event table could not build dict!");
|
||||
return;
|
||||
}
|
||||
|
||||
var randomLimitedEvent = FindEvent(limitedEvents); // this picks the event, It might be better to use the GetSpawns to do it, but that will be a major rebalancing fuck.
|
||||
if (randomLimitedEvent == null)
|
||||
{
|
||||
Log.Warning("The selected random event is null!");
|
||||
return;
|
||||
}
|
||||
|
||||
if (!_prototype.TryIndex(randomLimitedEvent, out _))
|
||||
{
|
||||
Log.Warning("A requested event is not available!");
|
||||
return;
|
||||
}
|
||||
|
||||
GameTicker.AddGameRule(randomLimitedEvent);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns true if the provided EntityTableSelector gives at least one prototype with a StationEvent comp.
|
||||
/// </summary>
|
||||
public bool TryBuildLimitedEvents(EntityTableSelector limitedEventsTable, out Dictionary<EntityPrototype, StationEventComponent> limitedEvents)
|
||||
{
|
||||
limitedEvents = new Dictionary<EntityPrototype, StationEventComponent>();
|
||||
|
||||
var availableEvents = AvailableEvents(); // handles the player counts and individual event restrictions
|
||||
|
||||
if (availableEvents.Count == 0)
|
||||
{
|
||||
Log.Warning("No events were available to run!");
|
||||
return false;
|
||||
}
|
||||
|
||||
var selectedEvents = _entityTable.GetSpawns(limitedEventsTable);
|
||||
|
||||
if (selectedEvents.Any() != true) // This is here so if you fuck up the table it wont die.
|
||||
return false;
|
||||
|
||||
foreach (var eventid in selectedEvents)
|
||||
{
|
||||
if (!_prototype.TryIndex(eventid, out var eventproto))
|
||||
{
|
||||
Log.Warning("An event ID has no prototype index!");
|
||||
continue;
|
||||
}
|
||||
|
||||
if (limitedEvents.ContainsKey(eventproto)) // This stops it from dying if you add duplicate entries in a fucked table
|
||||
continue;
|
||||
|
||||
if (eventproto.Abstract)
|
||||
continue;
|
||||
|
||||
if (!eventproto.TryGetComponent<StationEventComponent>(out var stationEvent, EntityManager.ComponentFactory))
|
||||
continue;
|
||||
|
||||
if (!availableEvents.ContainsKey(eventproto))
|
||||
continue;
|
||||
|
||||
limitedEvents.Add(eventproto, stationEvent);
|
||||
}
|
||||
|
||||
if (!limitedEvents.Any())
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
||||
@@ -1,54 +0,0 @@
|
||||
using Content.Server.GameTicking.Rules;
|
||||
using Content.Server.StationEvents.Components;
|
||||
using Content.Shared.CCVar;
|
||||
using Content.Shared.GameTicking.Components;
|
||||
using Content.Shared.Random.Helpers;
|
||||
using Robust.Shared.Configuration;
|
||||
using Robust.Shared.Prototypes;
|
||||
|
||||
namespace Content.Server.StationEvents;
|
||||
|
||||
/// <summary>
|
||||
/// This handles scheduling and launching meteors at a station at regular intervals.
|
||||
/// TODO: there is 100% a world in which this is genericized and can be used for lots of basic event scheduling
|
||||
/// </summary>
|
||||
public sealed class MeteorSchedulerSystem : GameRuleSystem<MeteorSchedulerComponent>
|
||||
{
|
||||
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
|
||||
[Dependency] private readonly IConfigurationManager _cfg = default!;
|
||||
|
||||
private TimeSpan _meteorMinDelay;
|
||||
private TimeSpan _meteorMaxDelay;
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
|
||||
_cfg.OnValueChanged(CCVars.MeteorSwarmMinTime, f => { _meteorMinDelay = TimeSpan.FromMinutes(f); }, true);
|
||||
_cfg.OnValueChanged(CCVars.MeteorSwarmMaxTime, f => { _meteorMaxDelay = TimeSpan.FromMinutes(f); }, true);
|
||||
}
|
||||
|
||||
protected override void Started(EntityUid uid, MeteorSchedulerComponent component, GameRuleComponent gameRule, GameRuleStartedEvent args)
|
||||
{
|
||||
base.Started(uid, component, gameRule, args);
|
||||
|
||||
component.NextSwarmTime = Timing.CurTime + RobustRandom.Next(_meteorMinDelay, _meteorMaxDelay);
|
||||
}
|
||||
|
||||
protected override void ActiveTick(EntityUid uid, MeteorSchedulerComponent component, GameRuleComponent gameRule, float frameTime)
|
||||
{
|
||||
base.ActiveTick(uid, component, gameRule, frameTime);
|
||||
|
||||
if (Timing.CurTime < component.NextSwarmTime)
|
||||
return;
|
||||
RunSwarm((uid, component));
|
||||
|
||||
component.NextSwarmTime += RobustRandom.Next(_meteorMinDelay, _meteorMaxDelay);
|
||||
}
|
||||
|
||||
private void RunSwarm(Entity<MeteorSchedulerComponent> ent)
|
||||
{
|
||||
var swarmWeights = _prototypeManager.Index(ent.Comp.Config);
|
||||
GameTicker.StartGameRule(swarmWeights.Pick(RobustRandom));
|
||||
}
|
||||
}
|
||||
@@ -1,22 +1,20 @@
|
||||
using Content.Server.GameTicking;
|
||||
using Content.Server.GameTicking;
|
||||
using Content.Server.GameTicking.Rules;
|
||||
using Content.Server.GameTicking.Rules.Components;
|
||||
using Content.Server.StationEvents.Components;
|
||||
using Content.Server.StationEvents.Events;
|
||||
using Content.Shared.CCVar;
|
||||
using Content.Shared.GameTicking.Components;
|
||||
using Robust.Shared.Configuration;
|
||||
using Robust.Shared.Random;
|
||||
|
||||
namespace Content.Server.StationEvents;
|
||||
|
||||
public sealed class RampingStationEventSchedulerSystem : GameRuleSystem<RampingStationEventSchedulerComponent>
|
||||
{
|
||||
[Dependency] private readonly IConfigurationManager _cfg = default!;
|
||||
[Dependency] private readonly IRobustRandom _random = default!;
|
||||
[Dependency] private readonly EventManagerSystem _event = default!;
|
||||
[Dependency] private readonly GameTicker _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;
|
||||
@@ -30,14 +28,11 @@ public sealed class RampingStationEventSchedulerSystem : GameRuleSystem<RampingS
|
||||
{
|
||||
base.Started(uid, component, gameRule, args);
|
||||
|
||||
var avgChaos = _cfg.GetCVar(CCVars.EventsRampingAverageChaos);
|
||||
var avgTime = _cfg.GetCVar(CCVars.EventsRampingAverageEndTime);
|
||||
|
||||
// Worlds shittiest probability distribution
|
||||
// Got a complaint? Send them to
|
||||
component.MaxChaos = _random.NextFloat(avgChaos - avgChaos / 4, avgChaos + avgChaos / 4);
|
||||
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(avgTime - avgTime / 4, avgTime + avgTime / 4) * 60f;
|
||||
component.EndTime = _random.NextFloat(component.AverageEndTime - component.AverageEndTime / 4, component.AverageEndTime + component.AverageEndTime / 4) * 60f;
|
||||
component.StartingChaos = component.MaxChaos / 10;
|
||||
|
||||
PickNextEventTime(uid, component);
|
||||
@@ -54,19 +49,22 @@ public sealed class RampingStationEventSchedulerSystem : GameRuleSystem<RampingS
|
||||
while (query.MoveNext(out var uid, out var scheduler, out var gameRule))
|
||||
{
|
||||
if (!GameTicker.IsGameRuleActive(uid, gameRule))
|
||||
return;
|
||||
continue;
|
||||
|
||||
if (scheduler.TimeUntilNextEvent > 0f)
|
||||
{
|
||||
scheduler.TimeUntilNextEvent -= frameTime;
|
||||
return;
|
||||
continue;
|
||||
}
|
||||
|
||||
PickNextEventTime(uid, scheduler);
|
||||
_event.RunRandomEvent();
|
||||
_event.RunRandomEvent(scheduler.ScheduledGameRules);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the timing of the next event addition.
|
||||
/// </summary>
|
||||
private void PickNextEventTime(EntityUid uid, RampingStationEventSchedulerComponent component)
|
||||
{
|
||||
var mod = GetChaosModifier(uid, component);
|
||||
|
||||
Reference in New Issue
Block a user