CVarify meteor behavior (#29030)
* CVarify meteor behavior * Cache value to reduce CVar calls, hook into OnValueChanged * _cfg is still null at construction time, fixed by just making it set up on Started instead * Invoke immediately! Learning more every step of the way. * Move cached value initialisation to Initialize call * Add explicit supercall
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@@ -1,7 +1,9 @@
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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.CCVar;
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using Content.Shared.GameTicking.Components;
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using Content.Shared.Random.Helpers;
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using Robust.Shared.Configuration;
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using Robust.Shared.Prototypes;
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namespace Content.Server.StationEvents;
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@@ -13,12 +15,24 @@ namespace Content.Server.StationEvents;
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public sealed class MeteorSchedulerSystem : GameRuleSystem<MeteorSchedulerComponent>
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IConfigurationManager _cfg = default!;
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private TimeSpan _meteorMinDelay;
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private TimeSpan _meteorMaxDelay;
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public override void Initialize()
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{
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base.Initialize();
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_cfg.OnValueChanged(CCVars.MeteorSwarmMinTime, f => { _meteorMinDelay = TimeSpan.FromMinutes(f); }, true);
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_cfg.OnValueChanged(CCVars.MeteorSwarmMaxTime, f => { _meteorMaxDelay = TimeSpan.FromMinutes(f); }, true);
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}
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protected override void Started(EntityUid uid, MeteorSchedulerComponent component, GameRuleComponent gameRule, GameRuleStartedEvent args)
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{
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base.Started(uid, component, gameRule, args);
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component.NextSwarmTime = Timing.CurTime + RobustRandom.Next(component.MinSwarmDelay, component.MaxSwarmDelay);
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component.NextSwarmTime = Timing.CurTime + RobustRandom.Next(_meteorMinDelay, _meteorMaxDelay);
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}
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protected override void ActiveTick(EntityUid uid, MeteorSchedulerComponent component, GameRuleComponent gameRule, float frameTime)
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@@ -28,7 +42,8 @@ public sealed class MeteorSchedulerSystem : GameRuleSystem<MeteorSchedulerCompon
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if (Timing.CurTime < component.NextSwarmTime)
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return;
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RunSwarm((uid, component));
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component.NextSwarmTime += RobustRandom.Next(component.MinSwarmDelay, component.MaxSwarmDelay);
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component.NextSwarmTime += RobustRandom.Next(_meteorMinDelay, _meteorMaxDelay);
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}
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private void RunSwarm(Entity<MeteorSchedulerComponent> ent)
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