using System.Linq;
using Content.Server.Administration;
+using Content.Server.GameTicking;
using Content.Server.GameTicking.Components;
using Content.Server.GameTicking.Rules;
using Content.Server.GameTicking.Rules.Components;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly EventManagerSystem _event = default!;
+ public const float MinEventTime = 60 * 3;
+ public const float MaxEventTime = 60 * 10;
+
protected override void Ended(EntityUid uid, BasicStationEventSchedulerComponent component, GameRuleComponent gameRule,
GameRuleEndedEvent args)
{
/// </summary>
private void ResetTimer(BasicStationEventSchedulerComponent component)
{
- component.TimeUntilNextEvent = _random.Next(3 * 60, 10 * 60);
+ component.TimeUntilNextEvent = _random.NextFloat(MinEventTime, MaxEventTime);
}
}
public sealed class StationEventCommand : ToolshedCommand
{
private EventManagerSystem? _stationEvent;
+ private BasicStationEventSchedulerSystem? _basicScheduler;
+ private IRobustRandom? _random;
+
+ /// <summary>
+ /// Estimates the expected number of times an event will run over the course of X rounds, taking into account weights and
+ /// how many events are expected to run over a given timeframe for a given playercount by repeatedly simulating rounds.
+ /// Effectively /100 (if you put 100 rounds) = probability an event will run per round.
+ /// </summary>
+ /// <remarks>
+ /// This isn't perfect. Code path eventually goes into <see cref="EventManagerSystem.CanRun"/>, which requires
+ /// state from <see cref="GameTicker"/>. As a result, you should probably just run this locally and not doing
+ /// a real round (it won't pollute the state, but it will get contaminated by previously ran events in the actual round)
+ /// and things like `MaxOccurrences` and `ReoccurrenceDelay` won't be respected.
+ ///
+ /// I consider these to not be that relevant to the analysis here though (and I don't want most uses of them
+ /// to even exist) so I think it's fine.
+ /// </remarks>
+ [CommandImplementation("simulate")]
+ public IEnumerable<(string, float)> Simulate([CommandArgument] int rounds, [CommandArgument] int playerCount, [CommandArgument] float roundEndMean, [CommandArgument] float roundEndStdDev)
+ {
+ _stationEvent ??= GetSys<EventManagerSystem>();
+ _basicScheduler ??= GetSys<BasicStationEventSchedulerSystem>();
+ _random ??= IoCManager.Resolve<IRobustRandom>();
+
+ var occurrences = new Dictionary<string, int>();
+
+ foreach (var ev in _stationEvent.AllEvents())
+ {
+ occurrences.Add(ev.Key.ID, 0);
+ }
+
+ for (var i = 0; i < rounds; i++)
+ {
+ var curTime = TimeSpan.Zero;
+ var randomEndTime = _random.NextGaussian(roundEndMean, roundEndStdDev) * 60; // *60 = minutes to seconds
+ if (randomEndTime <= 0)
+ continue;
+
+ while (curTime.TotalSeconds < randomEndTime)
+ {
+ // sim an event
+ curTime += TimeSpan.FromSeconds(_random.NextFloat(BasicStationEventSchedulerSystem.MinEventTime, BasicStationEventSchedulerSystem.MaxEventTime));
+ var available = _stationEvent.AvailableEvents(false, playerCount, curTime);
+ var ev = _stationEvent.FindEvent(available);
+ if (ev == null)
+ continue;
+
+ occurrences[ev] += 1;
+ }
+ }
+
+ return occurrences.Select(p => (p.Key, (float) p.Value)).OrderByDescending(p => p.Item2);
+ }
[CommandImplementation("lsprob")]
public IEnumerable<(string, float)> LsProb()
/// Pick a random event from the available events at this time, also considering their weightings.
/// </summary>
/// <returns></returns>
- private string? FindEvent(Dictionary<EntityPrototype, StationEventComponent> availableEvents)
+ public string? FindEvent(Dictionary<EntityPrototype, StationEventComponent> availableEvents)
{
if (availableEvents.Count == 0)
{
/// <summary>
/// Gets the events that have met their player count, time-until start, etc.
/// </summary>
- /// <param name="ignoreEarliestStart"></param>
+ /// <param name="playerCountOverride">Override for player count, if using this to simulate events rather than in an actual round.</param>
+ /// <param name="currentTimeOverride">Override for round time, if using this to simulate events rather than in an actual round.</param>
/// <returns></returns>
- private Dictionary<EntityPrototype, StationEventComponent> AvailableEvents(bool ignoreEarliestStart = false)
+ public Dictionary<EntityPrototype, StationEventComponent> AvailableEvents(
+ bool ignoreEarliestStart = false,
+ int? playerCountOverride = null,
+ TimeSpan? currentTimeOverride = null)
{
- var playerCount = _playerManager.PlayerCount;
+ var playerCount = playerCountOverride ?? _playerManager.PlayerCount;
// playerCount does a lock so we'll just keep the variable here
- var currentTime = !ignoreEarliestStart
+ var currentTime = currentTimeOverride ?? (!ignoreEarliestStart
? GameTicker.RoundDuration()
- : TimeSpan.Zero;
+ : TimeSpan.Zero);
var result = new Dictionary<EntityPrototype, StationEventComponent>();
{
if (CanRun(proto, stationEvent, playerCount, currentTime))
{
- Log.Debug($"Adding event {proto.ID} to possibilities");
result.Add(proto, stationEvent);
}
}