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Bubberstation/code/controllers/subsystem/events.dm
Rhials 2cd02f187c Reduces the average delay between random events, cleans up event subsystem code (#78798)
## About The Pull Request

Alright first thing's first -- 

`frequency_lower = 3 minutes -> 2.5 minutes`
`frequency_upper = 10 minutes -> 7 minutes`

There's also some autodocing/unsinglenamevaring of the events subsystem,
and the event selection code has been moved to a pick_weight().

This should have no effect on summon events, since that sets the
frequencies manually when triggered.
## Why It's Good For The Game

The benign, fluffy events now heavily outweigh the truly destructive
events in the pool. Even situationally destructive ones like the
Supermatter Surge or Brand Intelligence provide players with a
meaningful diversion to keep themselves occupied with.

Having more things going on, and more for players to do, is a good
thing. Reducing the potentially lengthy delay between random events
should accomplish this without increasing the amount of chaos between
rounds.

Also, these values were changed 8 years ago, under the reasoning that
"there are more random events now". We can safely say that there are
even MORE random events now. I know changing something because it was
changed in the past isn't a valid reason, but it's what set me down this
road in the first place.

As a reminder, ghost antag events are handled through dynamic (unless
dynamic is out of threat), meaning this won't seriously affect how
frequently you see antags.

These values are, of course, subject to change in response to feedback,
discussion, and maintainers yelling at me.
## Changelog
🆑 Rhials
balance: Random event frequency has been adjusted to fire events more
often.
code: The event subsystem has been prettied up with comments and longer
variable names.
/🆑
2023-10-16 21:57:33 +02:00

170 lines
6.4 KiB
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SUBSYSTEM_DEF(events)
name = "Events"
init_order = INIT_ORDER_EVENTS
runlevels = RUNLEVEL_GAME
///list of all datum/round_event_control. Used for selecting events based on weight and occurrences.
var/list/control = list()
///list of all existing /datum/round_event currently being run.
var/list/running = list()
///cache of currently running events, for lag checking.
var/list/currentrun = list()
///The next world.time that a naturally occuring random event can be selected.
var/scheduled = 0
///The lower bound for how soon another random event can be scheduled.
var/frequency_lower = 2.5 MINUTES
///The upper bound for how soon another random event can be scheduled.
var/frequency_upper = 7 MINUTES
///Will wizard events be included in the event pool?
var/wizardmode = FALSE
/datum/controller/subsystem/events/Initialize()
for(var/type in typesof(/datum/round_event_control))
var/datum/round_event_control/event = new type()
if(!event.typepath || !event.valid_for_map())
continue //don't want this one! leave it for the garbage collector
control += event //add it to the list of all events (controls)
reschedule()
// Instantiate our holidays list if it hasn't been already
if(isnull(GLOB.holidays))
fill_holidays()
return SS_INIT_SUCCESS
/datum/controller/subsystem/events/fire(resumed = FALSE)
if(!resumed)
checkEvent() //only check these if we aren't resuming a paused fire
src.currentrun = running.Copy()
//cache for sanic speed (lists are references anyways)
var/list/currentrun = src.currentrun
while(currentrun.len)
var/datum/thing = currentrun[currentrun.len]
currentrun.len--
if(thing)
thing.process(wait * 0.1)
else
running.Remove(thing)
if (MC_TICK_CHECK)
return
//checks if we should select a random event yet, and reschedules if necessary
/datum/controller/subsystem/events/proc/checkEvent()
if(scheduled <= world.time)
spawnEvent()
reschedule()
//decides which world.time we should select another random event at.
/datum/controller/subsystem/events/proc/reschedule()
scheduled = world.time + rand(frequency_lower, max(frequency_lower,frequency_upper))
//selects a random event based on whether it can occur and it's 'weight'(probability)
/datum/controller/subsystem/events/proc/spawnEvent()
set waitfor = FALSE //for the admin prompt
if(!CONFIG_GET(flag/allow_random_events))
return
var/players_amt = get_active_player_count(alive_check = TRUE, afk_check = TRUE, human_check = TRUE)
// Only alive, non-AFK human players count towards this.
var/list/event_roster = list()
for(var/datum/round_event_control/event_to_check in control)
if(!event_to_check.can_spawn_event(players_amt))
continue
if(event_to_check.weight < 0) //for round-start events etc.
var/res = TriggerEvent(event_to_check)
if(res == EVENT_INTERRUPTED)
continue //like it never happened
if(res == EVENT_CANT_RUN)
return
else
event_roster[event_to_check] = event_to_check.weight
var/datum/round_event_control/event_to_run = pick_weight(event_roster)
TriggerEvent(event_to_run)
///Does the last pre-flight checks for the passed event, and runs it if the event is ready.
/datum/controller/subsystem/events/proc/TriggerEvent(datum/round_event_control/event_to_trigger)
. = event_to_trigger.preRunEvent()
if(. == EVENT_CANT_RUN)//we couldn't run this event for some reason, set its max_occurrences to 0
event_to_trigger.max_occurrences = 0
else if(. == EVENT_READY)
event_to_trigger.run_event(random = TRUE)
///Toggles whether or not wizard events will be in the event pool, and sends a notification to the admins.
/datum/controller/subsystem/events/proc/toggleWizardmode()
wizardmode = !wizardmode
message_admins("Summon Events has been [wizardmode ? "enabled, events will occur every [SSevents.frequency_lower / 600] to [SSevents.frequency_upper / 600] minutes" : "disabled"]!")
log_game("Summon Events was [wizardmode ? "enabled" : "disabled"]!")
///Sets the event frequency bounds back to their initial value.
/datum/controller/subsystem/events/proc/resetFrequency()
frequency_lower = initial(frequency_lower)
frequency_upper = initial(frequency_upper)
/**
* HOLIDAYS
*
* Uncommenting ALLOW_HOLIDAYS in config.txt will enable holidays
*
* It's easy to add stuff. Just add a holiday datum in code/modules/holiday/holidays.dm
* You can then check if it's a special day in any code in the game by calling check_holidays("Groundhog Day")
*
* You can also make holiday random events easily thanks to Pete/Gia's system.
* simply make a random event normally, then assign it a holidayID string which matches the holiday's name.
* Anything with a holidayID, which isn't in the holidays list, will never occur.
*
* Please, Don't spam stuff up with stupid stuff (key example being april-fools Pooh/ERP/etc),
* and don't forget: CHECK YOUR CODE!!!! We don't want any zero-day bugs which happen only on holidays and never get found/fixed!
*/
GLOBAL_LIST(holidays)
/**
* Checks that the passed holiday is located in the global holidays list.
*
* Returns a holiday datum, or null if it's not that holiday.
*/
/proc/check_holidays(holiday_to_find)
if(!CONFIG_GET(flag/allow_holidays))
return // Holiday stuff was not enabled in the config!
if(isnull(GLOB.holidays) && !fill_holidays())
return // Failed to generate holidays, for some reason
return GLOB.holidays[holiday_to_find]
/**
* Fills the holidays list if applicable, or leaves it an empty list.
*/
/proc/fill_holidays()
if(!CONFIG_GET(flag/allow_holidays))
return FALSE // Holiday stuff was not enabled in the config!
GLOB.holidays = list()
for(var/holiday_type in subtypesof(/datum/holiday))
var/datum/holiday/holiday = new holiday_type()
var/delete_holiday = TRUE
for(var/timezone in holiday.timezones)
var/time_in_timezone = world.realtime + timezone HOURS
var/YYYY = text2num(time2text(time_in_timezone, "YYYY")) // get the current year
var/MM = text2num(time2text(time_in_timezone, "MM")) // get the current month
var/DD = text2num(time2text(time_in_timezone, "DD")) // get the current day
var/DDD = time2text(time_in_timezone, "DDD") // get the current weekday
if(holiday.shouldCelebrate(DD, MM, YYYY, DDD))
holiday.celebrate()
GLOB.holidays[holiday.name] = holiday
delete_holiday = FALSE
break
if(delete_holiday)
qdel(holiday)
if(GLOB.holidays.len)
shuffle_inplace(GLOB.holidays)
// regenerate station name because holiday prefixes.
set_station_name(new_station_name())
world.update_status()
return TRUE