Disable artifact spam on roundend (#21970)

* Disable artifact spam on roundend

I think part of the issue was the enormous amount of logspam but at any rate this turns it off.

* Also this

* And these
This commit is contained in:
metalgearsloth
2023-11-29 14:39:16 +11:00
committed by GitHub
parent 0ded865ee7
commit 783879921b
3 changed files with 9 additions and 38 deletions

View File

@@ -10,10 +10,6 @@ namespace Content.Server.Xenoarchaeology.XenoArtifacts;
public sealed partial class ArtifactSystem
{
[Dependency] private readonly IPrototypeManager _prototype = default!;
[Dependency] private readonly IComponentFactory _componentFactory = default!;
[Dependency] private readonly ISerializationManager _serialization = default!;
private const int MaxEdgesPerNode = 4;
private readonly HashSet<int> _usedNodeIds = new();

View File

@@ -12,28 +12,27 @@ using JetBrains.Annotations;
using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Configuration;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Serialization.Manager;
using Robust.Shared.Timing;
namespace Content.Server.Xenoarchaeology.XenoArtifacts;
public sealed partial class ArtifactSystem : EntitySystem
{
[Dependency] private readonly IComponentFactory _componentFactory = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly IPrototypeManager _prototype = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly ISerializationManager _serialization = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly IConfigurationManager _configurationManager = default!;
private ISawmill _sawmill = default!;
public override void Initialize()
{
base.Initialize();
_sawmill = Logger.GetSawmill("artifact");
SubscribeLocalEvent<ArtifactComponent, PriceCalculationEvent>(GetPrice);
SubscribeLocalEvent<RoundEndTextAppendEvent>(OnRoundEnd);
InitializeCommands();
InitializeActions();
@@ -202,8 +201,8 @@ public sealed partial class ArtifactSystem : EntitySystem
var currentNode = GetNodeFromId(component.CurrentNodeId.Value, component);
var allNodes = currentNode.Edges;
_sawmill.Debug($"our node: {currentNode.Id}");
_sawmill.Debug($"other nodes: {string.Join(", ", allNodes)}");
Log.Debug($"our node: {currentNode.Id}");
Log.Debug($"other nodes: {string.Join(", ", allNodes)}");
if (TryComp<BiasedArtifactComponent>(uid, out var bias) &&
TryComp<TraversalDistorterComponent>(bias.Provider, out var trav) &&
@@ -226,14 +225,14 @@ public sealed partial class ArtifactSystem : EntitySystem
}
var undiscoveredNodes = allNodes.Where(x => !GetNodeFromId(x, component).Discovered).ToList();
_sawmill.Debug($"Undiscovered nodes: {string.Join(", ", undiscoveredNodes)}");
Log.Debug($"Undiscovered nodes: {string.Join(", ", undiscoveredNodes)}");
var newNode = _random.Pick(allNodes);
if (undiscoveredNodes.Any() && _random.Prob(0.75f))
{
newNode = _random.Pick(undiscoveredNodes);
}
_sawmill.Debug($"Going to node {newNode}");
Log.Debug($"Going to node {newNode}");
return GetNodeFromId(newNode, component);
}
@@ -294,22 +293,4 @@ public sealed partial class ArtifactSystem : EntitySystem
{
return allNodes.First(n => n.Depth == 0);
}
/// <summary>
/// Make shit go ape on round-end
/// </summary>
private void OnRoundEnd(RoundEndTextAppendEvent ev)
{
var RoundEndTimer = _configurationManager.GetCVar(CCVars.ArtifactRoundEndTimer);
if (RoundEndTimer > 0)
{
var query = EntityQueryEnumerator<ArtifactComponent>();
while (query.MoveNext(out var ent, out var artifactComp))
{
artifactComp.CooldownTime = TimeSpan.Zero;
var timerTrigger = EnsureComp<ArtifactTimerTriggerComponent>(ent);
timerTrigger.ActivationRate = TimeSpan.FromSeconds(RoundEndTimer); //HAHAHAHAHAHAHAHAHAH -emo
}
}
}
}

View File

@@ -327,12 +327,6 @@ namespace Content.Shared.CCVar
public static readonly CVarDef<int> GameAlertLevelChangeDelay =
CVarDef.Create("game.alert_level_change_delay", 30, CVar.SERVERONLY);
/// <summary>
/// How many times per second artifacts when the round is over.
/// If set to 0, they won't activate (on a timer) when the round ends.
/// </summary>
public static readonly CVarDef<float> ArtifactRoundEndTimer = CVarDef.Create("game.artifact_round_end_timer", 0.5f, CVar.NOTIFY | CVar.REPLICATED);
/// <summary>
/// The time in seconds that the server should wait before restarting the round.
/// Defaults to 2 minutes.