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Merge pull request #38 from Squird5/EventFreq
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Mini Event Timer
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spess-empyrean authored Jan 4, 2025
2 parents 022c0f5 + f759778 commit dfaf886
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Showing 2 changed files with 5 additions and 5 deletions.
Original file line number Diff line number Diff line change
Expand Up @@ -10,14 +10,14 @@ public sealed partial class RampingStationEventSchedulerComponent : Component
/// Max chaos chosen for a round will deviate from this
/// </summary>
[DataField]
public float AverageChaos = 12f;
public float AverageChaos = 8f;

/// <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>
[DataField]
public float AverageEndTime = 90f;
public float AverageEndTime = 300f;

[DataField]
public float EndTime;
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Original file line number Diff line number Diff line change
Expand Up @@ -17,7 +17,7 @@ public sealed class RampingStationEventSchedulerSystem : GameRuleSystem<RampingS
/// </summary>
public float GetChaosModifier(EntityUid uid, RampingStationEventSchedulerComponent component)
{
var roundTime = (float) _gameTicker.RoundDuration().TotalSeconds;
var roundTime = (float)_gameTicker.RoundDuration().TotalSeconds;
if (roundTime > component.EndTime)
return component.MaxChaos;

Expand Down Expand Up @@ -69,7 +69,7 @@ private void PickNextEventTime(EntityUid uid, RampingStationEventSchedulerCompon
{
var mod = GetChaosModifier(uid, component);

// 4-12 minutes baseline. Will get faster over time as the chaos mod increases.
component.TimeUntilNextEvent = _random.NextFloat(240f / mod, 720f / mod);
// 10-30 minutes baseline. Will get faster over time as the chaos mod increases.
component.TimeUntilNextEvent = _random.NextFloat(600f / mod, 1800f / mod);
}
}

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