mirror of
https://github.com/space-syndicate/space-station-14.git
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* Resolve StationEvent warnings * fix misuses of ent after rename, paracusia flip * oh god more rules * comments, whitespace, unnecessary precision * comments, NotNull->IsNull oops * more consistent ent vs. ent.Owner, whitespace * Greytide: "with accress from... access groups"
78 lines
2.6 KiB
C#
78 lines
2.6 KiB
C#
using System.Threading;
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using Content.Server.Chat.Managers;
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using Content.Server.GameTicking.Rules.Components;
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using Content.Shared.GameTicking;
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using Content.Shared.GameTicking.Components;
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using Content.Shared.GameTicking.Rules;
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using Timer = Robust.Shared.Timing.Timer;
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namespace Content.Server.GameTicking.Rules;
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/// <summary>
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/// Handles rules that force the round to restart after a given time.
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/// </summary>
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/// <seealso cref="MaxTimeRestartRuleComponent"/>
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public sealed partial class MaxTimeRestartRuleSystem : GameRuleSystem<MaxTimeRestartRuleComponent>
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{
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[Dependency] private IChatManager _chatManager = default!;
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protected override void Started(Entity<MaxTimeRestartRuleComponent, GameRuleComponent> ent, ref GameRuleStartedEvent args)
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{
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base.Started(ent, ref args);
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if (GameTicker.RunLevel == GameRunLevel.InRound)
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RestartTimer(ent.Comp1);
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}
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protected override void Ended(Entity<MaxTimeRestartRuleComponent> rule, ref GameRuleEndedEvent args)
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{
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base.Ended(rule, ref args);
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StopTimer(rule);
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}
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public void RestartTimer(MaxTimeRestartRuleComponent component)
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{
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// TODO FULL GAME SAVE
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component.TimerCancel.Cancel();
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component.TimerCancel = new CancellationTokenSource();
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Timer.Spawn(component.RoundMaxTime, () => TimerFired(component), component.TimerCancel.Token);
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}
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public void StopTimer(MaxTimeRestartRuleComponent component)
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{
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component.TimerCancel.Cancel();
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}
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private void TimerFired(MaxTimeRestartRuleComponent component)
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{
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GameTicker.EndRound(Loc.GetString("rule-time-has-run-out"));
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_chatManager.DispatchServerAnnouncement(Loc.GetString("rule-restarting-in-seconds", ("seconds", (int)component.RoundEndDelay.TotalSeconds)));
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// TODO FULL GAME SAVE
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Timer.Spawn(component.RoundEndDelay, () => GameTicker.RestartRound());
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}
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[SubscribeLocalEvent]
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private void RunLevelChanged(GameRunLevelChangedEvent args)
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{
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var query = EntityQueryEnumerator<MaxTimeRestartRuleComponent, GameRuleComponent>();
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while (query.MoveNext(out var uid, out var timer, out var gameRule))
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{
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if (!GameTicker.IsGameRuleActive((uid, gameRule)))
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return;
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switch (args.New)
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{
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case GameRunLevel.InRound:
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RestartTimer(timer);
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break;
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case GameRunLevel.PreRoundLobby:
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case GameRunLevel.PostRound:
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StopTimer(timer);
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break;
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}
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}
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}
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}
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