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OldThink/Content.Server/StationEvents/BasicStationEventSchedulerSystem.cs

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using Content.Server.GameTicking.Rules;
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using Content.Server.GameTicking.Rules.Components;
using Content.Server.StationEvents.Components;
using JetBrains.Annotations;
using Robust.Shared.Random;
namespace Content.Server.StationEvents
{
/// <summary>
/// The basic event scheduler rule, loosely based off of /tg/ events, which most
/// game presets use.
/// </summary>
[UsedImplicitly]
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public sealed class BasicStationEventSchedulerSystem : GameRuleSystem<BasicStationEventSchedulerComponent>
{
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly EventManagerSystem _event = default!;
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protected override void Ended(EntityUid uid, BasicStationEventSchedulerComponent component, GameRuleComponent gameRule,
GameRuleEndedEvent args)
{
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component.TimeUntilNextEvent = BasicStationEventSchedulerComponent.MinimumTimeUntilFirstEvent;
}
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public override void Update(float frameTime)
{
base.Update(frameTime);
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if (!_event.EventsEnabled)
return;
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var query = EntityQueryEnumerator<BasicStationEventSchedulerComponent, GameRuleComponent>();
while (query.MoveNext(out var uid, out var eventScheduler, out var gameRule))
{
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if (!GameTicker.IsGameRuleActive(uid, gameRule))
continue;
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if (eventScheduler.TimeUntilNextEvent > 0)
{
eventScheduler.TimeUntilNextEvent -= frameTime;
return;
}
_event.RunRandomEvent();
ResetTimer(eventScheduler);
}
}
/// <summary>
/// Reset the event timer once the event is done.
/// </summary>
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private void ResetTimer(BasicStationEventSchedulerComponent component)
{
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// 5 - 25 minutes. TG does 3-10 but that's pretty frequent
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component.TimeUntilNextEvent = _random.Next(300, 1500);
}
}
}