using System.Threading;
using Content.Server.Chat.Managers;
using Content.Server.GameTicking.Rules.Components;
using Content.Shared.GameTicking;
using Content.Shared.GameTicking.Components;
using Content.Shared.GameTicking.Rules;
using Timer = Robust.Shared.Timing.Timer;
namespace Content.Server.GameTicking.Rules;
///
/// Handles rules that force the round to restart after a given time.
///
///
public sealed partial class MaxTimeRestartRuleSystem : GameRuleSystem
{
[Dependency] private IChatManager _chatManager = default!;
protected override void Started(Entity ent, ref GameRuleStartedEvent args)
{
base.Started(ent, ref args);
if (GameTicker.RunLevel == GameRunLevel.InRound)
RestartTimer(ent.Comp1);
}
protected override void Ended(Entity rule, ref GameRuleEndedEvent args)
{
base.Ended(rule, ref args);
StopTimer(rule);
}
public void RestartTimer(MaxTimeRestartRuleComponent component)
{
// TODO FULL GAME SAVE
component.TimerCancel.Cancel();
component.TimerCancel = new CancellationTokenSource();
Timer.Spawn(component.RoundMaxTime, () => TimerFired(component), component.TimerCancel.Token);
}
public void StopTimer(MaxTimeRestartRuleComponent component)
{
component.TimerCancel.Cancel();
}
private void TimerFired(MaxTimeRestartRuleComponent component)
{
GameTicker.EndRound(Loc.GetString("rule-time-has-run-out"));
_chatManager.DispatchServerAnnouncement(Loc.GetString("rule-restarting-in-seconds", ("seconds", (int)component.RoundEndDelay.TotalSeconds)));
// TODO FULL GAME SAVE
Timer.Spawn(component.RoundEndDelay, () => GameTicker.RestartRound());
}
[SubscribeLocalEvent]
private void RunLevelChanged(GameRunLevelChangedEvent args)
{
var query = EntityQueryEnumerator();
while (query.MoveNext(out var uid, out var timer, out var gameRule))
{
if (!GameTicker.IsGameRuleActive((uid, gameRule)))
return;
switch (args.New)
{
case GameRunLevel.InRound:
RestartTimer(timer);
break;
case GameRunLevel.PreRoundLobby:
case GameRunLevel.PostRound:
StopTimer(timer);
break;
}
}
}
}