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:
IProduceWidgets
2024-08-14 01:21:01 -04:00
committed by GitHub
parent 58a33b2593
commit 07ec00ed05
21 changed files with 600 additions and 241 deletions

View File

@@ -110,32 +110,6 @@ namespace Content.Shared.CCVar
public static readonly CVarDef<bool>
EventsEnabled = CVarDef.Create("events.enabled", true, CVar.ARCHIVE | CVar.SERVERONLY);
/// <summary>
/// Average time (in minutes) for when the ramping event scheduler should stop increasing the chaos modifier.
/// Close to how long you expect a round to last, so you'll probably have to tweak this on downstreams.
/// </summary>
public static readonly CVarDef<float>
EventsRampingAverageEndTime = CVarDef.Create("events.ramping_average_end_time", 40f, CVar.ARCHIVE | CVar.SERVERONLY);
/// <summary>
/// Average ending chaos modifier for the ramping event scheduler.
/// Max chaos chosen for a round will deviate from this
/// </summary>
public static readonly CVarDef<float>
EventsRampingAverageChaos = CVarDef.Create("events.ramping_average_chaos", 6f, CVar.ARCHIVE | CVar.SERVERONLY);
/// <summary>
/// Minimum time between meteor swarms in minutes.
/// </summary>
public static readonly CVarDef<float>
MeteorSwarmMinTime = CVarDef.Create("events.meteor_swarm_min_time", 12.5f, CVar.ARCHIVE | CVar.SERVERONLY);
/// <summary>
/// Maximum time between meteor swarms in minutes.
/// </summary>
public static readonly CVarDef<float>
MeteorSwarmMaxTime = CVarDef.Create("events.meteor_swarm_max_time", 17.5f, CVar.ARCHIVE | CVar.SERVERONLY);
/*
* Game
*/