# Conflicts: # .github/CODEOWNERS # .github/PULL_REQUEST_TEMPLATE.md # Content.Client/Changelog/ChangelogTab.xaml.cs # Content.Client/Chemistry/UI/ChemMasterWindow.xaml # Content.Client/Entry/EntryPoint.cs # Content.Client/GameTicking/Managers/ClientGameTicker.cs # Content.Client/Launcher/LauncherConnectingGui.xaml # Content.Client/Lobby/LobbyState.cs # Content.Client/Lobby/UI/LobbyGui.xaml # Content.Client/Paper/UI/PaperWindow.xaml.cs # Content.Client/StationRecords/GeneralStationRecordConsoleWindow.xaml.cs # Content.Client/Stylesheets/StyleNano.cs # Content.Client/UserInterface/Screens/SeparatedChatGameScreen.xaml # Content.Client/UserInterface/Systems/Ghost/Widgets/GhostGui.xaml.cs # Content.Client/UserInterface/Systems/MenuBar/Widgets/GameTopMenuBar.xaml # Content.IntegrationTests/Tests/Destructible/DestructibleDamageGroupTest.cs # Content.IntegrationTests/Tests/PostMapInitTest.cs # Content.IntegrationTests/Tests/Power/StationPowerTests.cs # Content.Packaging/ServerPackaging.cs # Content.Server/Administration/Systems/AdminVerbSystem.Smites.cs # Content.Server/Administration/Systems/AdminVerbSystem.Tools.cs # Content.Server/Atmos/TileAtmosphere.cs # Content.Server/Bible/BibleSystem.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/Content.Server.csproj # Content.Server/Discord/DiscordLink/DiscordLink.cs # Content.Server/GameTicking/GameTicker.LobbyBackground.cs # Content.Server/GameTicking/GameTicker.Spawning.cs # Content.Server/Ghost/GhostSystem.cs # Content.Server/Kitchen/Components/MicrowaveComponent.cs # Content.Server/Kitchen/EntitySystems/MicrowaveSystem.cs # Content.Server/Mech/Systems/MechSystem.cs # Content.Server/Medical/CrewMonitoring/CrewMonitoringConsoleSystem.cs # Content.Server/Medical/DefibrillatorSystem.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/Radio/EntitySystems/HeadsetSystem.cs # Content.Server/Remotes/DoorRemoteSystem.cs # Content.Server/RoundEnd/RoundEndSystem.cs # Content.Server/Shuttles/Systems/DockingSystem.Shuttle.cs # Content.Server/Silicons/Borgs/BorgSystem.Transponder.cs # Content.Server/Tips/TipsSystem.cs # Content.Server/Traitor/Uplink/UplinkSystem.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.cs # Content.Server/Zombies/ZombieSystem.Transform.cs # Content.Server/Zombies/ZombieSystem.cs # Content.Shared/Bed/BedSystem.cs # Content.Shared/Blocking/BlockingSystem.User.cs # Content.Shared/Buckle/SharedBuckleSystem.Buckle.cs # Content.Shared/Chat/SharedSuicideSystem.cs # Content.Shared/Chemistry/Components/HyposprayComponent.cs # Content.Shared/Chemistry/EntitySystems/HypospraySystem.cs # Content.Shared/Chemistry/EntitySystems/ScoopableSolutionSystem.cs # Content.Shared/Chemistry/EntitySystems/SolutionTransferSystem.cs # Content.Shared/Chemistry/Events/HyposprayEvents.cs # Content.Shared/Content.Shared.csproj # Content.Shared/Damage/Systems/DamageableSystem.cs # Content.Shared/Friction/TileFrictionController.cs # Content.Shared/GameTicking/SharedGameTicker.cs # Content.Shared/Interaction/InteractHand.cs # Content.Shared/Lock/LockSystem.cs # Content.Shared/Medical/Healing/HealingSystem.cs # Content.Shared/Mobs/Systems/MobStateSystem.Subscribers.cs # Content.Shared/Nutrition/EntitySystems/HungerSystem.cs # Content.Shared/Silicons/StationAi/SharedStationAiSystem.Airlock.cs # Content.Shared/Throwing/ThrowingSystem.cs # Content.Shared/Trigger/Systems/TriggerOnHitscanSystem.cs # Content.Shared/Weapons/Hitscan/Systems/HitscanBasicDamageSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/Weapons/Ranged/Components/BatteryWeaponFireModesComponent.cs # Content.Shared/Weapons/Ranged/Components/HitscanBatteryAmmoProviderComponent.cs # Content.Shared/Weapons/Ranged/Systems/BatteryWeaponFireModesSystem.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.Ballistic.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.Battery.cs # Content.Shared/Zombies/ZombieComponent.cs # Content.Shared/_Sunrise/Lobby/LobbyBackgroundPrototype.cs # README.md # Resources/Locale/en-US/_strings/borg/borg.ftl # Resources/Locale/en-US/_strings/chemistry/components/hypospray-component.ftl # Resources/Locale/en-US/_strings/chemistry/components/injector-component.ftl # Resources/Locale/en-US/_strings/commands/pauseatmos-command.ftl # Resources/Locale/en-US/_strings/commands/quick-inspect-command.ftl # Resources/Locale/en-US/_strings/commands/show-wallmounts-command.ftl # Resources/Locale/en-US/_strings/commands/substepatmos-command.ftl # Resources/Locale/en-US/_strings/fluids/components/equip-spray-component.ftl # Resources/Locale/en-US/_strings/game-ticking/game-presets/preset-revolutionary.ftl # Resources/Locale/en-US/_strings/job/job-names.ftl # Resources/Locale/en-US/_strings/lobby/lobby-state-background.ftl # Resources/Locale/en-US/_strings/reagents/meta/medicine.ftl # Resources/Locale/en-US/_strings/reagents/meta/physical-desc.ftl # Resources/Locale/en-US/_strings/silicons/borg-module.ftl # Resources/Locale/en-US/_strings/store/changeling-catalog.ftl # Resources/Locale/en-US/_strings/store/currency.ftl # Resources/Locale/en-US/_strings/store/store.ftl # Resources/Locale/en-US/_strings/store/uplink-catalog.ftl # Resources/Prototypes/Body/Organs/slime.yml # Resources/Prototypes/Catalog/Fills/Backpacks/backpack.yml # Resources/Prototypes/Catalog/Fills/Backpacks/duffelbag.yml # Resources/Prototypes/Catalog/Fills/Boxes/ammunition.yml # Resources/Prototypes/Catalog/Fills/Boxes/emergency.yml # Resources/Prototypes/Catalog/Fills/Crates/antag.yml # Resources/Prototypes/Catalog/Fills/Crates/armory.yml # Resources/Prototypes/Catalog/Fills/Crates/botany.yml # Resources/Prototypes/Catalog/Fills/Crates/fun.yml # Resources/Prototypes/Catalog/Fills/Crates/medical.yml # Resources/Prototypes/Catalog/Fills/Crates/salvage.yml # Resources/Prototypes/Catalog/Fills/Crates/security.yml # Resources/Prototypes/Catalog/Fills/Crates/service.yml # Resources/Prototypes/Catalog/Fills/Crates/syndicate.yml # Resources/Prototypes/Catalog/Fills/Items/belt.yml # Resources/Prototypes/Catalog/Fills/Items/briefcases.yml # Resources/Prototypes/Catalog/Fills/Items/firstaidkits.yml # Resources/Prototypes/Catalog/Fills/Items/toolboxes.yml # Resources/Prototypes/Catalog/Fills/Lockers/dressers.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/theater.yml # Resources/Prototypes/Catalog/uplink_catalog.yml # Resources/Prototypes/Entities/Clothing/Back/backpacks.yml # Resources/Prototypes/Entities/Clothing/Shoes/magboots.yml # Resources/Prototypes/Entities/Debugging/debug_sweps.yml # Resources/Prototypes/Entities/Debugging/stress_test.yml # Resources/Prototypes/Entities/Markers/Spawners/Random/anomaly.yml # Resources/Prototypes/Entities/Markers/Spawners/Random/toy.yml # Resources/Prototypes/Entities/Mobs/Cyborgs/base_borg_chassis.yml # Resources/Prototypes/Entities/Mobs/Cyborgs/xenoborgs.yml # Resources/Prototypes/Entities/Mobs/NPCs/animals.yml # Resources/Prototypes/Entities/Mobs/NPCs/carp.yml # Resources/Prototypes/Entities/Objects/Devices/base_handheld.yml # Resources/Prototypes/Entities/Objects/Fun/Instruments/instruments_misc.yml # Resources/Prototypes/Entities/Objects/Fun/dice_bag.yml # Resources/Prototypes/Entities/Objects/Fun/snap_pops.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/other.yml # Resources/Prototypes/Entities/Objects/Materials/parts.yml # Resources/Prototypes/Entities/Objects/Misc/identification_cards.yml # Resources/Prototypes/Entities/Objects/Misc/subdermal_implants.yml # Resources/Prototypes/Entities/Objects/Shields/shields.yml # Resources/Prototypes/Entities/Objects/Specific/Chapel/bibles.yml # Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/hypospray.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/surgery.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/borg_modules.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/mmi.yml # Resources/Prototypes/Entities/Objects/Specific/Service/barber.yml # Resources/Prototypes/Entities/Objects/Tools/glowstick.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Boxes/antimateriel.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Boxes/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/heavy_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/light_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/shotgun.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/light_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/grenade.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/rifle_light.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/explosives.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/LMGs/lmgs.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Pistols/pistols.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/hitscan.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Rifles/rifles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/SMGs/smgs.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/knife.yml # Resources/Prototypes/Entities/Objects/Weapons/Throwable/grenades.yml # Resources/Prototypes/Entities/Structures/Furniture/dresser.yml # Resources/Prototypes/Entities/Structures/Machines/lathe.yml # Resources/Prototypes/Entities/Structures/Shuttles/cannons.yml # Resources/Prototypes/Entities/Structures/Walls/walls.yml # Resources/Prototypes/GameRules/roundstart.yml # Resources/Prototypes/GameRules/unknown_shuttles.yml # Resources/Prototypes/InventoryTemplates/aghost_inventory_template.yml # Resources/Prototypes/Loadouts/Jobs/Security/security_officer.yml # Resources/Prototypes/Loadouts/loadout_groups.yml # Resources/Prototypes/Loadouts/role_loadouts.yml # Resources/Prototypes/Maps/Pools/default.yml # Resources/Prototypes/Maps/amber.yml # Resources/Prototypes/Maps/oasis.yml # Resources/Prototypes/Maps/reach.yml # Resources/Prototypes/Objectives/objectiveGroups.yml # Resources/Prototypes/Reagents/Consumable/Drink/alcohol.yml # Resources/Prototypes/Reagents/medicine.yml # Resources/Prototypes/Reagents/narcotics.yml # Resources/Prototypes/Reagents/toxins.yml # Resources/Prototypes/Recipes/Reactions/medicine.yml # Resources/Prototypes/Roles/Jobs/Security/head_of_security.yml # Resources/Prototypes/Roles/Jobs/Security/security_cadet.yml # Resources/Prototypes/Roles/Jobs/Security/security_officer.yml # Resources/Prototypes/Roles/Jobs/Security/warden.yml # Resources/Prototypes/Roles/Jobs/Wildcards/zookeeper.yml # Resources/Prototypes/Roles/play_time_trackers.yml # Resources/Prototypes/Shuttles/shuttle_incoming_event.yml # Resources/Prototypes/Species/species_weights.yml # Resources/Prototypes/Store/presets.yml # Resources/Prototypes/ai_factions.yml # Resources/Prototypes/borg_types.yml # Resources/Prototypes/explosion.yml # Resources/Prototypes/game_presets.yml # Resources/Prototypes/lobbyscreens.yml # Resources/Prototypes/silicon-laws.yml # Resources/Textures/Clothing/Back/Duffels/syndicate.rsi/icon-med.png # Resources/Textures/Clothing/Back/Duffels/syndicate.rsi/meta.json # Resources/Textures/Objects/Specific/Mech/mecha.rsi/meta.json # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-broken.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-empty.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-open.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_chassis.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_harness+o.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_harness.png # Resources/Textures/Objects/Specific/Medical/hypospray.rsi/meta.json # Resources/Textures/Objects/Specific/Medical/medical.rsi/meta.json # Resources/Textures/Objects/Weapons/Guns/Projectiles/projectiles.rsi/meta.json # Resources/Textures/Objects/Weapons/Guns/Projectiles/projectiles2.rsi/meta.json # Resources/Textures/Structures/Storage/canister.rsi/meta.json # Resources/Textures/Structures/Storage/tanks.rsi/meta.json # Resources/migration.yml # RobustToolbox # SECURITY.md # SpaceStation14.sln
1041 lines
37 KiB
C#
1041 lines
37 KiB
C#
using System.Linq;
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using System.Numerics;
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using Content.Server.Announcements;
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using Content.Server.Discord;
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using Content.Server.GameTicking.Events;
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using Content.Server.Maps;
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using Content.Server.Roles;
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using Content.Server.Shuttles.Components;
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using Content.Shared.CCVar;
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using Content.Shared.Database;
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using Content.Shared.GameTicking;
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using Content.Shared.Maps;
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using Content.Shared.Mind;
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using Content.Shared.Players;
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using Content.Shared.Preferences;
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using Content.Shared.Roles.Components;
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using JetBrains.Annotations;
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using Prometheus;
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using Robust.Shared.Asynchronous;
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using Robust.Shared.Audio;
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using Robust.Shared.EntitySerialization;
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using Robust.Shared.EntitySerialization.Systems;
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using Robust.Shared.Map;
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using Robust.Shared.Network;
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using Robust.Shared.Player;
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using Robust.Shared.Random;
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using Robust.Shared.Utility;
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using Content.Server.StatsBoard;
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using Content.Shared._Sunrise.SunriseCCVars;
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namespace Content.Server.GameTicking
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{
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public sealed partial class GameTicker
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{
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[Dependency] private readonly DiscordWebhook _discord = default!;
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[Dependency] private readonly RoleSystem _role = default!;
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[Dependency] private readonly ITaskManager _taskManager = default!;
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[Dependency] private readonly StatsBoardSystem _statsBoardSystem = default!;
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private static readonly Counter RoundNumberMetric = Metrics.CreateCounter(
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"ss14_round_number",
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"Round number.");
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private static readonly Gauge RoundLengthMetric = Metrics.CreateGauge(
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"ss14_round_length",
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"Round length in seconds.");
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// Sunrise-Start
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private static readonly Counter MapPlayedMetric = Metrics.CreateCounter(
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"ss14_map_played_total",
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"Number of times each map has been played.",
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new CounterConfiguration
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{
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LabelNames = ["map_id"]
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});
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// Sunrise-End
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#if EXCEPTION_TOLERANCE
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[ViewVariables]
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private int _roundStartFailCount = 0;
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#endif
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[ViewVariables]
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private bool _startingRound;
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[ViewVariables]
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private GameRunLevel _runLevel;
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private RoundEndMessageEvent.RoundEndPlayerInfo[]? _replayRoundPlayerInfo;
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private string? _replayRoundText;
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[ViewVariables]
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public GameRunLevel RunLevel
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{
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get => _runLevel;
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private set
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{
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// Game admins can run `restartroundnow` while still in-lobby, which'd break things with this check.
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// if (_runLevel == value) return;
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var old = _runLevel;
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_runLevel = value;
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RaiseLocalEvent(new GameRunLevelChangedEvent(old, value));
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}
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}
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/// <summary>
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/// Returns true if the round's map is eligible to be updated.
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/// </summary>
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/// <returns></returns>
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public bool CanUpdateMap()
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{
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return RunLevel == GameRunLevel.PreRoundLobby &&
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_roundStartTime - RoundPreloadTime > _gameTiming.CurTime;
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}
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/// <summary>
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/// Loads all the maps for the given round.
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/// </summary>
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/// <remarks>
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/// Must be called before the runlevel is set to InRound.
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/// </remarks>
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private void LoadMaps()
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{
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if (_map.MapExists(DefaultMap))
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return;
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AddGamePresetRules();
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var maps = new List<GameMapPrototype>();
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// the map might have been force-set by something
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// (i.e. votemap or forcemap)
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var mainStationMap = _gameMapManager.GetSelectedMap();
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if (mainStationMap == null)
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{
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// otherwise set the map using the config rules
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_gameMapManager.SelectMapByConfigRules();
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mainStationMap = _gameMapManager.GetSelectedMap();
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}
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// Small chance the above could return no map.
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// ideally SelectMapByConfigRules will always find a valid map
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if (mainStationMap != null)
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{
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maps.Add(mainStationMap);
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}
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else
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{
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throw new Exception("invalid config; couldn't select a valid station map!");
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}
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if (CurrentPreset?.MapPool != null &&
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_prototypeManager.TryIndex<GameMapPoolPrototype>(CurrentPreset.MapPool, out var pool) &&
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!pool.Maps.Contains(mainStationMap.ID))
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{
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var msg = Loc.GetString("game-ticker-start-round-invalid-map",
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("map", mainStationMap.MapName),
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("mode", Loc.GetString(CurrentPreset.ModeTitle)));
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Log.Debug(msg);
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SendServerMessage(msg);
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}
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// Let game rules dictate what maps we should load.
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RaiseLocalEvent(new LoadingMapsEvent(maps));
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// Sunrise-Start
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MapPlayedMetric.WithLabels(mainStationMap.ID).Inc();
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_gameMapManager.AddExcludedMap(mainStationMap.ID);
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// Sunrise-End
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if (maps.Count == 0)
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{
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_map.CreateMap(out var mapId, runMapInit: false);
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DefaultMap = mapId;
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return;
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}
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for (var i = 0; i < maps.Count; i++)
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{
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LoadGameMap(maps[i], out var mapId);
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DebugTools.Assert(!_map.IsInitialized(mapId));
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if (i == 0)
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DefaultMap = mapId;
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}
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}
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public PreGameMapLoad RaisePreLoad(
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GameMapPrototype proto,
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DeserializationOptions? opts = null,
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Vector2? offset = null,
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Angle? rot = null)
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{
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offset ??= proto.MaxRandomOffset != 0f
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? _robustRandom.NextVector2(proto.MaxRandomOffset)
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: Vector2.Zero;
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rot ??= proto.RandomRotation
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? _robustRandom.NextAngle()
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: Angle.Zero;
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opts ??= DeserializationOptions.Default;
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var ev = new PreGameMapLoad(proto, opts.Value, offset.Value, rot.Value);
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RaiseLocalEvent(ev);
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return ev;
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}
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/// <summary>
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/// Loads a new map, allowing systems interested in it to handle loading events.
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/// In the base game, this is required to be used if you want to load a station.
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/// This does not initialze maps, unles specified via the <see cref="DeserializationOptions"/>.
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/// </summary>
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/// <remarks>
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/// This is basically a wrapper around a <see cref="MapLoaderSystem"/> method that auto generate
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/// some <see cref="MapLoadOptions"/> using information in a prototype, and raise some events to allow content
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/// to modify the options and react to the map creation.
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/// </remarks>
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/// <param name="proto">Game map prototype to load in.</param>
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/// <param name="mapId">The id of the map that was loaded.</param>
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/// <param name="options">Entity loading options, including whether the maps should be initialized.</param>
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/// <param name="stationName">Name to assign to the loaded station.</param>
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/// <returns>All loaded entities and grids.</returns>
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public IReadOnlyList<EntityUid> LoadGameMap(
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GameMapPrototype proto,
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out MapId mapId,
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DeserializationOptions? options = null,
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string? stationName = null,
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Vector2? offset = null,
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Angle? rot = null)
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{
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var ev = RaisePreLoad(proto, options, offset, rot);
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if (ev.GameMap.IsGrid)
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{
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var mapUid = _map.CreateMap(out mapId, runMapInit: options?.InitializeMaps ?? false);
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if (!_loader.TryLoadGrid(mapId,
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ev.GameMap.MapPath,
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out var grid,
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ev.Options,
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ev.Offset,
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ev.Rotation))
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{
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throw new Exception($"Failed to load game-map grid {ev.GameMap.ID}");
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}
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_metaData.SetEntityName(mapUid, proto.MapName);
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var g = new List<EntityUid> { grid.Value.Owner };
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RaiseLocalEvent(new PostGameMapLoad(proto, mapId, g, stationName));
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return g;
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}
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if (!_loader.TryLoadMap(ev.GameMap.MapPath,
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out var map,
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out var grids,
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ev.Options,
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ev.Offset,
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ev.Rotation))
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{
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throw new Exception($"Failed to load game map {ev.GameMap.ID}");
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}
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mapId = map.Value.Comp.MapId;
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_metaData.SetEntityName(map.Value.Owner, proto.MapName);
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var gridUids = grids.Select(x => x.Owner).ToList();
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RaiseLocalEvent(new PostGameMapLoad(proto, mapId, gridUids, stationName));
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return gridUids;
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}
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/// <summary>
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/// Variant of <see cref="LoadGameMap"/> that attempts to assign the provided <see cref="MapId"/> to the
|
|
/// loaded map.
|
|
/// </summary>
|
|
public IReadOnlyList<EntityUid> LoadGameMapWithId(
|
|
GameMapPrototype proto,
|
|
MapId mapId,
|
|
DeserializationOptions? opts = null,
|
|
string? stationName = null,
|
|
Vector2? offset = null,
|
|
Angle? rot = null)
|
|
{
|
|
var ev = RaisePreLoad(proto, opts, offset, rot);
|
|
|
|
if (ev.GameMap.IsGrid)
|
|
{
|
|
var mapUid = _map.CreateMap(mapId);
|
|
if (!_loader.TryLoadGrid(mapId,
|
|
ev.GameMap.MapPath,
|
|
out var grid,
|
|
ev.Options,
|
|
ev.Offset,
|
|
ev.Rotation))
|
|
{
|
|
throw new Exception($"Failed to load game-map grid {ev.GameMap.ID}");
|
|
}
|
|
|
|
_metaData.SetEntityName(mapUid, proto.MapName);
|
|
var g = new List<EntityUid> { grid.Value.Owner };
|
|
RaiseLocalEvent(new PostGameMapLoad(proto, mapId, g, stationName));
|
|
return g;
|
|
}
|
|
|
|
if (!_loader.TryLoadMapWithId(
|
|
mapId,
|
|
ev.GameMap.MapPath,
|
|
out var map,
|
|
out var grids,
|
|
ev.Options,
|
|
ev.Offset,
|
|
ev.Rotation))
|
|
{
|
|
throw new Exception($"Failed to load map");
|
|
}
|
|
|
|
_metaData.SetEntityName(map.Value.Owner, proto.MapName);
|
|
var gridUids = grids.Select(x => x.Owner).ToList();
|
|
RaiseLocalEvent(new PostGameMapLoad(proto, mapId, gridUids, stationName));
|
|
return gridUids;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Variant of <see cref="LoadGameMap"/> that loads and then merges a game map onto an existing map.
|
|
/// </summary>
|
|
public IReadOnlyList<EntityUid> MergeGameMap(
|
|
GameMapPrototype proto,
|
|
MapId targetMap,
|
|
DeserializationOptions? opts = null,
|
|
string? stationName = null,
|
|
Vector2? offset = null,
|
|
Angle? rot = null)
|
|
{
|
|
// TODO MAP LOADING use a new event?
|
|
// This is quite different from the other methods, which will actually create a **new** map.
|
|
var ev = RaisePreLoad(proto, opts, offset, rot);
|
|
|
|
if (ev.GameMap.IsGrid)
|
|
{
|
|
if (!_loader.TryLoadGrid(targetMap,
|
|
ev.GameMap.MapPath,
|
|
out var grid,
|
|
ev.Options,
|
|
ev.Offset,
|
|
ev.Rotation))
|
|
{
|
|
throw new Exception($"Failed to load game-map grid {ev.GameMap.ID}");
|
|
}
|
|
|
|
var g = new List<EntityUid> { grid.Value.Owner };
|
|
// TODO MAP LOADING use a new event?
|
|
RaiseLocalEvent(new PostGameMapLoad(proto, targetMap, g, stationName));
|
|
return g;
|
|
}
|
|
|
|
if (!_loader.TryMergeMap(targetMap,
|
|
ev.GameMap.MapPath,
|
|
out var grids,
|
|
ev.Options,
|
|
ev.Offset,
|
|
ev.Rotation))
|
|
{
|
|
throw new Exception($"Failed to load map");
|
|
}
|
|
|
|
var gridUids = grids.Select(x => x.Owner).ToList();
|
|
|
|
// TODO MAP LOADING use a new event?
|
|
RaiseLocalEvent(new PostGameMapLoad(proto, targetMap, gridUids, stationName));
|
|
return gridUids;
|
|
}
|
|
|
|
public int ReadyPlayerCount()
|
|
{
|
|
var total = 0;
|
|
foreach (var (userId, status) in _playerGameStatuses)
|
|
{
|
|
if (LobbyEnabled && status == PlayerGameStatus.NotReadyToPlay)
|
|
continue;
|
|
|
|
if (!_playerManager.TryGetSessionById(userId, out _))
|
|
continue;
|
|
|
|
total++;
|
|
}
|
|
|
|
return total;
|
|
}
|
|
|
|
public void StartRound(bool force = false)
|
|
{
|
|
#if EXCEPTION_TOLERANCE
|
|
try
|
|
{
|
|
#endif
|
|
// If this game ticker is a dummy or the round is already being started, do nothing!
|
|
if (DummyTicker || _startingRound)
|
|
return;
|
|
|
|
_startingRound = true;
|
|
|
|
if (RoundId == 0)
|
|
IncrementRoundNumber();
|
|
|
|
ReplayStartRound();
|
|
|
|
DebugTools.Assert(RunLevel == GameRunLevel.PreRoundLobby);
|
|
_sawmill.Info("Starting round!");
|
|
|
|
SendServerMessage(Loc.GetString("game-ticker-start-round"));
|
|
|
|
var readyPlayers = new List<ICommonSession>();
|
|
var readyPlayerProfiles = new Dictionary<NetUserId, HumanoidCharacterProfile>();
|
|
var autoDeAdmin = _cfg.GetCVar(CCVars.AdminDeadminOnJoin);
|
|
foreach (var (userId, status) in _playerGameStatuses)
|
|
{
|
|
if (LobbyEnabled && status != PlayerGameStatus.ReadyToPlay) continue;
|
|
if (!_playerManager.TryGetSessionById(userId, out var session)) continue;
|
|
|
|
if (autoDeAdmin && _adminManager.IsAdmin(session))
|
|
{
|
|
_adminManager.DeAdmin(session);
|
|
}
|
|
#if DEBUG
|
|
DebugTools.Assert(_userDb.IsLoadComplete(session), $"Player was readied up but didn't have user DB data loaded yet??");
|
|
#endif
|
|
|
|
readyPlayers.Add(session);
|
|
HumanoidCharacterProfile profile;
|
|
if (_prefsManager.TryGetCachedPreferences(userId, out var preferences))
|
|
{
|
|
profile = (HumanoidCharacterProfile)preferences.SelectedCharacter;
|
|
}
|
|
else
|
|
{
|
|
var speciesToBlacklist =
|
|
new HashSet<string>(_cfg.GetCVar(CCVars.ICNewAccountSpeciesBlacklist).Split(","));
|
|
profile = HumanoidCharacterProfile.Random(speciesToBlacklist);
|
|
}
|
|
readyPlayerProfiles.Add(userId, profile);
|
|
}
|
|
|
|
DebugTools.AssertEqual(readyPlayers.Count, ReadyPlayerCount());
|
|
|
|
// Just in case it hasn't been loaded previously we'll try loading it.
|
|
LoadMaps();
|
|
|
|
// map has been selected so update the lobby info text
|
|
// applies to players who didn't ready up
|
|
UpdateInfoText();
|
|
|
|
StartGamePresetRules();
|
|
|
|
RoundLengthMetric.Set(0);
|
|
|
|
var startingEvent = new RoundStartingEvent(RoundId);
|
|
RaiseLocalEvent(startingEvent);
|
|
|
|
var origReadyPlayers = readyPlayers.ToArray();
|
|
|
|
if (!StartPreset(origReadyPlayers, force))
|
|
{
|
|
_startingRound = false;
|
|
return;
|
|
}
|
|
|
|
// Sunrise-Start
|
|
if (_cfg.GetCVar(SunriseCCVars.ExcludePresets) && CurrentPreset != null)
|
|
AddExcludedPreset(CurrentPreset.ID);
|
|
// Sunrise-End
|
|
|
|
// MapInitialize *before* spawning players, our codebase is too shit to do it afterwards...
|
|
_map.InitializeMap(DefaultMap);
|
|
|
|
SpawnPlayers(readyPlayers, readyPlayerProfiles, force);
|
|
|
|
_roundStartDateTime = DateTime.UtcNow;
|
|
RunLevel = GameRunLevel.InRound;
|
|
|
|
RoundStartTimeSpan = _gameTiming.CurTime;
|
|
SendStatusToAll();
|
|
ReqWindowAttentionAll();
|
|
UpdateLateJoinStatus();
|
|
AnnounceRound();
|
|
UpdateInfoText();
|
|
SendRoundStartedDiscordMessage();
|
|
RaiseLocalEvent(new RoundStartedEvent(RoundId));
|
|
|
|
#if EXCEPTION_TOLERANCE
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
_roundStartFailCount++;
|
|
|
|
if (RoundStartFailShutdownCount > 0 && _roundStartFailCount >= RoundStartFailShutdownCount)
|
|
{
|
|
_sawmill.Fatal($"Failed to start a round {_roundStartFailCount} time(s) in a row... Shutting down!");
|
|
_runtimeLog.LogException(e, nameof(GameTicker));
|
|
_baseServer.Shutdown("Restarting server");
|
|
return;
|
|
}
|
|
|
|
_sawmill.Error($"Exception caught while trying to start the round! Restarting round...");
|
|
_runtimeLog.LogException(e, nameof(GameTicker));
|
|
_startingRound = false;
|
|
RestartRound();
|
|
return;
|
|
}
|
|
|
|
// Round started successfully! Reset counter...
|
|
_roundStartFailCount = 0;
|
|
#endif
|
|
_startingRound = false;
|
|
}
|
|
|
|
private void RefreshLateJoinAllowed()
|
|
{
|
|
var refresh = new RefreshLateJoinAllowedEvent();
|
|
RaiseLocalEvent(refresh);
|
|
DisallowLateJoin = refresh.DisallowLateJoin;
|
|
}
|
|
|
|
public void EndRound(string text = "")
|
|
{
|
|
// If this game ticker is a dummy, do nothing!
|
|
if (DummyTicker)
|
|
return;
|
|
|
|
DebugTools.Assert(RunLevel == GameRunLevel.InRound);
|
|
_sawmill.Info("Ending round!");
|
|
|
|
RunLevel = GameRunLevel.PostRound;
|
|
|
|
try
|
|
{
|
|
ShowRoundEndScoreboard(text);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
Log.Error($"Error while showing round end scoreboard: {e}");
|
|
}
|
|
|
|
try
|
|
{
|
|
SendRoundEndDiscordMessage();
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
Log.Error($"Error while sending round end Discord message: {e}");
|
|
}
|
|
}
|
|
|
|
public void ShowRoundEndScoreboard(string text = "")
|
|
{
|
|
// Log end of round
|
|
_adminLogger.Add(LogType.EmergencyShuttle, LogImpact.High, $"Round ended, showing summary");
|
|
|
|
//Tell every client the round has ended.
|
|
var gamemodeTitle = CurrentPreset != null ? Loc.GetString(CurrentPreset.ModeTitle) : string.Empty;
|
|
|
|
// Let things add text here.
|
|
var textEv = new RoundEndTextAppendEvent();
|
|
RaiseLocalEvent(textEv);
|
|
|
|
var roundEndText = $"{text}\n{textEv.Text}";
|
|
|
|
//Get the timespan of the round.
|
|
var roundDuration = RoundDuration();
|
|
|
|
//Generate a list of basic player info to display in the end round summary.
|
|
var listOfPlayerInfo = new List<RoundEndMessageEvent.RoundEndPlayerInfo>();
|
|
// Grab the great big book of all the Minds, we'll need them for this.
|
|
var allMinds = EntityQueryEnumerator<MindComponent>();
|
|
var pvsOverride = _cfg.GetCVar(CCVars.RoundEndPVSOverrides);
|
|
while (allMinds.MoveNext(out var mindId, out var mind))
|
|
{
|
|
// TODO don't list redundant observer roles?
|
|
// I.e., if a player was an observer ghost, then a hamster ghost role, maybe just list hamster and not
|
|
// the observer role?
|
|
var userId = mind.UserId ?? mind.OriginalOwnerUserId;
|
|
|
|
var connected = false;
|
|
var observer = _role.MindHasRole<ObserverRoleComponent>(mindId);
|
|
// Continuing
|
|
if (userId != null && _playerManager.ValidSessionId(userId.Value))
|
|
{
|
|
connected = true;
|
|
}
|
|
ContentPlayerData? contentPlayerData = null;
|
|
if (userId != null && _playerManager.TryGetPlayerData(userId.Value, out var playerData))
|
|
{
|
|
contentPlayerData = playerData.ContentData();
|
|
}
|
|
// Finish
|
|
|
|
var antag = _roles.MindIsAntagonist(mindId);
|
|
|
|
var playerIcName = "Unknown";
|
|
|
|
if (mind.CharacterName != null)
|
|
playerIcName = mind.CharacterName;
|
|
else if (mind.CurrentEntity != null && TryName(mind.CurrentEntity.Value, out var icName))
|
|
playerIcName = icName;
|
|
|
|
if (TryGetEntity(mind.OriginalOwnedEntity, out var entity) && pvsOverride)
|
|
{
|
|
_pvsOverride.AddGlobalOverride(entity.Value);
|
|
}
|
|
|
|
var roles = _roles.MindGetAllRoleInfo(mindId);
|
|
|
|
var playerEndRoundInfo = new RoundEndMessageEvent.RoundEndPlayerInfo()
|
|
{
|
|
// Note that contentPlayerData?.Name sticks around after the player is disconnected.
|
|
// This is as opposed to ply?.Name which doesn't.
|
|
PlayerOOCName = contentPlayerData?.Name ?? "(IMPOSSIBLE: REGISTERED MIND WITH NO OWNER)",
|
|
// Character name takes precedence over current entity name
|
|
PlayerICName = playerIcName,
|
|
PlayerGuid = userId,
|
|
PlayerNetEntity = GetNetEntity(entity),
|
|
Role = roles.Any()
|
|
? (antag
|
|
? roles.FirstOrDefault(role => role.Antagonist).Name
|
|
: roles.FirstOrDefault(role => !role.Antagonist).Name) ?? Loc.GetString("game-ticker-unknown-role")
|
|
: Loc.GetString("game-ticker-unknown-role"),
|
|
Antag = antag,
|
|
JobPrototypes = roles.Where(role => !role.Antagonist).Select(role => role.Prototype).ToArray(),
|
|
AntagPrototypes = roles.Where(role => role.Antagonist).Select(role => role.Prototype).ToArray(),
|
|
Observer = observer,
|
|
Connected = connected
|
|
};
|
|
listOfPlayerInfo.Add(playerEndRoundInfo);
|
|
}
|
|
|
|
// This ordering mechanism isn't great (no ordering of minds) but functions
|
|
var listOfPlayerInfoFinal = listOfPlayerInfo.OrderBy(pi => pi.PlayerOOCName).ToArray();
|
|
var sound = RoundEndSoundCollection == null ? null : _audio.ResolveSound(new SoundCollectionSpecifier(RoundEndSoundCollection));
|
|
|
|
// Sunrise-Start
|
|
var roundStats = _statsBoardSystem.GetRoundStats();
|
|
var statisticEntries = _statsBoardSystem.GetStatisticEntries();
|
|
var sharedEntries = statisticEntries.Select(entry => _statsBoardSystem.ConvertToSharedStatisticEntry(entry)).ToArray();
|
|
// Sunrise-End
|
|
|
|
var roundEndMessageEvent = new RoundEndMessageEvent(
|
|
gamemodeTitle,
|
|
roundEndText,
|
|
roundDuration,
|
|
RoundId,
|
|
listOfPlayerInfoFinal.Length,
|
|
listOfPlayerInfoFinal,
|
|
roundStats, // Sunrise-Edit
|
|
sharedEntries, // Sunrise-Edit
|
|
sound
|
|
);
|
|
RaiseNetworkEvent(roundEndMessageEvent);
|
|
RaiseLocalEvent(roundEndMessageEvent);
|
|
RaiseLocalEvent(new RoundEndedEvent(RoundId, roundDuration));
|
|
|
|
_replayRoundPlayerInfo = listOfPlayerInfoFinal;
|
|
_replayRoundText = roundEndText;
|
|
}
|
|
|
|
private async void SendRoundEndDiscordMessage()
|
|
{
|
|
try
|
|
{
|
|
if (_webhookIdentifier == null)
|
|
return;
|
|
|
|
var duration = RoundDuration();
|
|
var content = Loc.GetString("discord-round-notifications-end",
|
|
("id", RoundId),
|
|
("hours", Math.Truncate(duration.TotalHours)),
|
|
("minutes", duration.Minutes),
|
|
("seconds", duration.Seconds));
|
|
var payload = new WebhookPayload { Content = content };
|
|
|
|
await _discord.CreateMessage(_webhookIdentifier.Value, payload);
|
|
|
|
if (DiscordRoundEndRole == null)
|
|
return;
|
|
|
|
content = Loc.GetString("discord-round-notifications-end-ping", ("roleId", DiscordRoundEndRole));
|
|
payload = new WebhookPayload { Content = content };
|
|
payload.AllowedMentions.AllowRoleMentions();
|
|
|
|
await _discord.CreateMessage(_webhookIdentifier.Value, payload);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
Log.Error($"Error while sending discord round end message:\n{e}");
|
|
}
|
|
}
|
|
|
|
public void RestartRound()
|
|
{
|
|
// If this game ticker is a dummy, do nothing!
|
|
if (DummyTicker)
|
|
return;
|
|
|
|
ReplayEndRound();
|
|
|
|
// Handle restart for server update
|
|
if (_serverUpdates.RoundEnded())
|
|
return;
|
|
|
|
// Check if the GamePreset needs to be reset
|
|
TryResetPreset();
|
|
|
|
_sawmill.Info("Restarting round!");
|
|
|
|
SendServerMessage(Loc.GetString("game-ticker-restart-round"));
|
|
|
|
RoundNumberMetric.Inc();
|
|
|
|
PlayersJoinedRoundNormally = 0;
|
|
|
|
RunLevel = GameRunLevel.PreRoundLobby;
|
|
// Sunrise-Start
|
|
RandomizeLobbyBackgroundType();
|
|
RandomizeLobbyBackgroundParallax();
|
|
RandomizeLobbyBackgroundAnimation();
|
|
RandomizeLobbyBackgroundArt();
|
|
_statsBoardSystem.CleanEntries();
|
|
// Sunrise-End
|
|
ResettingCleanup();
|
|
IncrementRoundNumber();
|
|
SendRoundStartingDiscordMessage();
|
|
|
|
if (!LobbyEnabled)
|
|
{
|
|
StartRound();
|
|
}
|
|
else
|
|
{
|
|
if (_playerManager.PlayerCount == 0)
|
|
_roundStartCountdownHasNotStartedYetDueToNoPlayers = true;
|
|
else
|
|
_roundStartTime = _gameTiming.CurTime + LobbyDuration;
|
|
|
|
SendStatusToAll();
|
|
UpdateInfoText();
|
|
|
|
ReqWindowAttentionAll();
|
|
}
|
|
}
|
|
|
|
private async void SendRoundStartingDiscordMessage()
|
|
{
|
|
try
|
|
{
|
|
if (_webhookIdentifier == null)
|
|
return;
|
|
|
|
var content = Loc.GetString("discord-round-notifications-new");
|
|
|
|
var payload = new WebhookPayload { Content = content };
|
|
|
|
await _discord.CreateMessage(_webhookIdentifier.Value, payload);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
Log.Error($"Error while sending discord round starting message:\n{e}");
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Cleanup that has to run to clear up anything from the previous round.
|
|
/// Stuff like wiping the previous map clean.
|
|
/// </summary>
|
|
private void ResettingCleanup()
|
|
{
|
|
// Move everybody currently in the server to lobby.
|
|
foreach (var player in _playerManager.Sessions)
|
|
{
|
|
PlayerJoinLobby(player);
|
|
}
|
|
|
|
// Round restart cleanup event, so entity systems can reset.
|
|
var ev = new RoundRestartCleanupEvent();
|
|
RaiseLocalEvent(ev);
|
|
|
|
// So clients' entity systems can clean up too...
|
|
RaiseNetworkEvent(ev);
|
|
|
|
EntityManager.FlushEntities();
|
|
|
|
_mapManager.Restart();
|
|
|
|
_banManager.Restart();
|
|
|
|
_gameMapManager.ClearSelectedMap();
|
|
|
|
// Clear up any game rules.
|
|
ClearGameRules();
|
|
CurrentPreset = null;
|
|
|
|
_allPreviousGameRules.Clear();
|
|
|
|
DisallowLateJoin = false;
|
|
_playerGameStatuses.Clear();
|
|
foreach (var session in _playerManager.Sessions)
|
|
{
|
|
_playerGameStatuses[session.UserId] = LobbyEnabled ? PlayerGameStatus.NotReadyToPlay : PlayerGameStatus.ReadyToPlay;
|
|
}
|
|
}
|
|
|
|
public bool DelayStart(TimeSpan time)
|
|
{
|
|
if (_runLevel != GameRunLevel.PreRoundLobby)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
_roundStartTime += time;
|
|
|
|
RaiseNetworkEvent(new TickerLobbyCountdownEvent(_roundStartTime, Paused));
|
|
|
|
_chatManager.DispatchServerAnnouncement(Loc.GetString("game-ticker-delay-start", ("seconds", time.TotalSeconds)));
|
|
|
|
return true;
|
|
}
|
|
|
|
private void UpdateRoundFlow(float frameTime)
|
|
{
|
|
if (RunLevel == GameRunLevel.InRound)
|
|
{
|
|
RoundLengthMetric.Inc(frameTime);
|
|
}
|
|
|
|
if (_roundStartTime == TimeSpan.Zero ||
|
|
RunLevel != GameRunLevel.PreRoundLobby ||
|
|
Paused ||
|
|
_roundStartTime - RoundPreloadTime > _gameTiming.CurTime ||
|
|
_roundStartCountdownHasNotStartedYetDueToNoPlayers)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (_roundStartTime < _gameTiming.CurTime)
|
|
{
|
|
StartRound();
|
|
}
|
|
// Preload maps so we can start faster
|
|
else if (_roundStartTime - RoundPreloadTime < _gameTiming.CurTime)
|
|
{
|
|
LoadMaps();
|
|
}
|
|
}
|
|
|
|
private void AnnounceRound()
|
|
{
|
|
if (CurrentPreset == null) return;
|
|
|
|
var options = _prototypeManager.EnumeratePrototypes<RoundAnnouncementPrototype>().ToList();
|
|
|
|
if (options.Count == 0)
|
|
return;
|
|
|
|
var proto = _robustRandom.Pick(options);
|
|
|
|
if (proto.Message != null)
|
|
_chatSystem.DispatchGlobalAnnouncement(Loc.GetString(proto.Message), playDefault: true, playTts: true);
|
|
|
|
if (proto.Sound != null)
|
|
_audio.PlayGlobal(proto.Sound, Filter.Broadcast(), true);
|
|
}
|
|
|
|
private async void SendRoundStartedDiscordMessage()
|
|
{
|
|
try
|
|
{
|
|
if (_webhookIdentifier == null)
|
|
return;
|
|
|
|
var mapName = _gameMapManager.GetSelectedMap()?.MapName ?? Loc.GetString("discord-round-notifications-unknown-map");
|
|
var content = Loc.GetString("discord-round-notifications-started", ("id", RoundId), ("map", mapName));
|
|
|
|
var payload = new WebhookPayload { Content = content };
|
|
|
|
await _discord.CreateMessage(_webhookIdentifier.Value, payload);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
Log.Error($"Error while sending discord round start message:\n{e}");
|
|
}
|
|
}
|
|
}
|
|
|
|
public enum GameRunLevel
|
|
{
|
|
PreRoundLobby = 0,
|
|
InRound = 1,
|
|
PostRound = 2
|
|
}
|
|
|
|
public sealed class GameRunLevelChangedEvent
|
|
{
|
|
public GameRunLevel Old { get; }
|
|
public GameRunLevel New { get; }
|
|
|
|
public GameRunLevelChangedEvent(GameRunLevel old, GameRunLevel @new)
|
|
{
|
|
Old = old;
|
|
New = @new;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Event raised before maps are loaded in pre-round setup.
|
|
/// Contains a list of game map prototypes to load; modify it if you want to load different maps,
|
|
/// for example as part of a game rule.
|
|
/// </summary>
|
|
[PublicAPI]
|
|
public sealed class LoadingMapsEvent : EntityEventArgs
|
|
{
|
|
public List<GameMapPrototype> Maps;
|
|
|
|
public LoadingMapsEvent(List<GameMapPrototype> maps)
|
|
{
|
|
Maps = maps;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Event raised before the game loads a given map.
|
|
/// This event is mutable, and load options should be tweaked if necessary.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// You likely want to subscribe to this after StationSystem.
|
|
/// </remarks>
|
|
[PublicAPI]
|
|
public sealed class PreGameMapLoad(GameMapPrototype gameMap, DeserializationOptions options, Vector2 offset, Angle rotation) : EntityEventArgs
|
|
{
|
|
public readonly GameMapPrototype GameMap = gameMap;
|
|
public DeserializationOptions Options = options;
|
|
public Vector2 Offset = offset;
|
|
public Angle Rotation = rotation;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Event raised after the game loads a given map.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// You likely want to subscribe to this after StationSystem.
|
|
/// </remarks>
|
|
[PublicAPI]
|
|
public sealed class PostGameMapLoad : EntityEventArgs
|
|
{
|
|
public readonly GameMapPrototype GameMap;
|
|
public readonly MapId Map;
|
|
public readonly IReadOnlyList<EntityUid> Grids;
|
|
public readonly string? StationName;
|
|
|
|
public PostGameMapLoad(GameMapPrototype gameMap, MapId map, IReadOnlyList<EntityUid> grids, string? stationName)
|
|
{
|
|
GameMap = gameMap;
|
|
Map = map;
|
|
Grids = grids;
|
|
StationName = stationName;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Event raised to refresh the late join status.
|
|
/// If you want to disallow late joins, listen to this and call Disallow.
|
|
/// </summary>
|
|
public sealed class RefreshLateJoinAllowedEvent
|
|
{
|
|
public bool DisallowLateJoin { get; private set; } = false;
|
|
|
|
public void Disallow()
|
|
{
|
|
DisallowLateJoin = true;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Attempt event raised on round start.
|
|
/// This can be listened to by GameRule systems to cancel round start if some condition is not met, like player count.
|
|
/// </summary>
|
|
public sealed class RoundStartAttemptEvent : CancellableEntityEventArgs
|
|
{
|
|
public ICommonSession[] Players { get; }
|
|
public bool Forced { get; }
|
|
|
|
public RoundStartAttemptEvent(ICommonSession[] players, bool forced)
|
|
{
|
|
Players = players;
|
|
Forced = forced;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Event raised before readied up players are spawned and given jobs by the GameTicker.
|
|
/// You can use this to spawn people off-station, like in the case of nuke ops or wizard.
|
|
/// Remove the players you spawned from the PlayerPool and call <see cref="GameTicker.PlayerJoinGame"/> on them.
|
|
/// </summary>
|
|
public sealed class RulePlayerSpawningEvent
|
|
{
|
|
/// <summary>
|
|
/// Pool of players to be spawned.
|
|
/// If you want to handle a specific player being spawned, remove it from this list and do what you need.
|
|
/// </summary>
|
|
/// <remarks>If you spawn a player by yourself from this event, don't forget to call <see cref="GameTicker.PlayerJoinGame"/> on them.</remarks>
|
|
public List<ICommonSession> PlayerPool { get; }
|
|
public IReadOnlyDictionary<NetUserId, HumanoidCharacterProfile> Profiles { get; }
|
|
public bool Forced { get; }
|
|
|
|
public RulePlayerSpawningEvent(List<ICommonSession> playerPool, IReadOnlyDictionary<NetUserId, HumanoidCharacterProfile> profiles, bool forced)
|
|
{
|
|
PlayerPool = playerPool;
|
|
Profiles = profiles;
|
|
Forced = forced;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Event raised after players were assigned jobs by the GameTicker and have been spawned in.
|
|
/// You can give on-station people special roles by listening to this event.
|
|
/// </summary>
|
|
public sealed class RulePlayerJobsAssignedEvent
|
|
{
|
|
public ICommonSession[] Players { get; }
|
|
public IReadOnlyDictionary<NetUserId, HumanoidCharacterProfile> Profiles { get; }
|
|
public bool Forced { get; }
|
|
|
|
public RulePlayerJobsAssignedEvent(ICommonSession[] players, IReadOnlyDictionary<NetUserId, HumanoidCharacterProfile> profiles, bool forced)
|
|
{
|
|
Players = players;
|
|
Profiles = profiles;
|
|
Forced = forced;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Event raised to allow subscribers to add text to the round end summary screen.
|
|
/// </summary>
|
|
public sealed class RoundEndTextAppendEvent
|
|
{
|
|
private bool _doNewLine;
|
|
|
|
/// <summary>
|
|
/// Text to display in the round end summary screen.
|
|
/// </summary>
|
|
public string Text { get; private set; } = string.Empty;
|
|
|
|
/// <summary>
|
|
/// Invoke this method to add text to the round end summary screen.
|
|
/// </summary>
|
|
/// <param name="text"></param>
|
|
public void AddLine(string text)
|
|
{
|
|
if (_doNewLine)
|
|
Text += "\n";
|
|
|
|
Text += text;
|
|
_doNewLine = true;
|
|
}
|
|
}
|
|
}
|