# Conflicts: # .github/CODEOWNERS # .github/workflows/publish.yml # Content.Client/Administration/UI/BanPanel/BanPanel.xaml # Content.Client/Administration/UI/BanPanel/BanPanel.xaml.cs # Content.Client/Administration/UI/Tabs/PlayerTab/PlayerTabEntry.xaml.cs # Content.Client/Entry/EntryPoint.cs # Content.Client/Hands/Systems/HandsSystem.cs # Content.Client/Humanoid/HumanoidAppearanceSystem.cs # Content.Client/Humanoid/SingleMarkingPicker.xaml.cs # Content.Client/IoC/ClientContentIoC.cs # Content.Client/Lobby/LobbyState.cs # Content.Client/Lobby/UI/HumanoidProfileEditor.xaml.cs # Content.Client/Lobby/UI/Loadouts/LoadoutGroupContainer.xaml.cs # Content.Client/Lobby/UI/LobbyGui.xaml # Content.Client/NetworkConfigurator/NetworkConfiguratorConfigurationMenu.xaml # Content.Client/Options/UI/EscapeMenu.xaml # Content.Client/Stealth/StealthSystem.cs # Content.Client/SurveillanceCamera/UI/SurveillanceCameraMonitorWindow.xaml.cs # Content.Client/UserInterface/Systems/Chat/Widgets/ChatBox.xaml.cs # Content.Client/UserInterface/Systems/Emotes/EmotesUIController.cs # Content.Client/Weapons/Ranged/Systems/GunSystem.cs # Content.IntegrationTests/Tests/Commands/SuicideCommandTests.cs # Content.IntegrationTests/Tests/Damageable/DamageableTest.cs # Content.IntegrationTests/Tests/PostMapInitTest.cs # Content.Server/Administration/Commands/AdminWhoCommand.cs # Content.Server/Administration/Commands/PardonCommand.cs # Content.Server/Administration/Commands/RoleUnbanCommand.cs # Content.Server/Administration/Commands/SetOutfitCommand.cs # Content.Server/Administration/Systems/AdminVerbSystem.Antags.cs # Content.Server/Administration/Systems/AdminVerbSystem.Smites.cs # Content.Server/AlertLevel/Commands/SetAlertLevelCommand.cs # Content.Server/Body/Components/BloodstreamComponent.cs # Content.Server/Body/Systems/BloodstreamSystem.cs # Content.Server/Body/Systems/MetabolizerSystem.cs # Content.Server/Body/Systems/RespiratorSystem.cs # Content.Server/Chat/Managers/ChatSanitizationManager.cs # Content.Server/Chat/Systems/ChatSystem.Emote.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/CrewManifest/CrewManifestSystem.cs # Content.Server/Emp/EmpSystem.cs # Content.Server/Explosion/EntitySystems/TriggerSystem.cs # Content.Server/Fax/FaxSystem.cs # Content.Server/Fluids/EntitySystems/AbsorbentSystem.cs # Content.Server/GameTicking/Commands/ForceMapCommand.cs # Content.Server/GameTicking/Commands/ForcePresetCommand.cs # Content.Server/GameTicking/Presets/GamePresetPrototype.cs # Content.Server/GameTicking/Rules/ChangelingRuleSystem.cs # Content.Server/GameTicking/Rules/Components/ChangelingRuleComponent.cs # Content.Server/GameTicking/Rules/NukeopsRuleSystem.cs # Content.Server/Ghost/Roles/GhostRoleSystem.cs # Content.Server/Implants/Components/ScramImplantComponent.cs # Content.Server/Implants/SubdermalImplantSystem.cs # Content.Server/Materials/ProduceMaterialExtractorSystem.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/NPC/Systems/NPCCombatSystem.Ranged.cs # Content.Server/NPC/Systems/NPCSystem.cs # Content.Server/Polymorph/Systems/PolymorphSystem.cs # Content.Server/Radio/EntitySystems/HeadsetSystem.cs # Content.Server/Repairable/RepairableSystem.cs # Content.Server/Revenant/EntitySystems/RevenantSystem.cs # Content.Server/RoundEnd/RoundEndSystem.cs # Content.Server/Shuttles/Systems/EmergencyShuttleSystem.cs # Content.Server/Speech/EntitySystems/FrenchAccentSystem.cs # Content.Server/Speech/EntitySystems/FrontalLispSystem.cs # Content.Server/Speech/EntitySystems/LizardAccentSystem.cs # Content.Server/Speech/EntitySystems/MothAccentSystem.cs # Content.Server/Speech/EntitySystems/OwOAccentSystem.cs # Content.Server/Station/Systems/StationSpawningSystem.cs # Content.Server/StationEvents/Events/MeteorSwarmSystem.cs # Content.Server/Stunnable/Components/StunOnCollideComponent.cs # Content.Server/SurveillanceCamera/Components/SurveillanceCameraRouterComponent.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.Cartridges.cs # Content.Server/Zombies/ZombieSystem.Transform.cs # Content.Server/Zombies/ZombieSystem.cs # Content.Shared/Actions/SharedActionsSystem.cs # Content.Shared/Bed/SharedBedSystem.cs # Content.Shared/Blocking/BlockingSystem.cs # Content.Shared/Body/Systems/SharedBodySystem.Parts.cs # Content.Shared/Chemistry/Components/SolutionRegenerationComponent.cs # Content.Shared/Chemistry/EntitySystems/HypospraySystem.cs # Content.Shared/Construction/Conditions/TileNotBlocked.cs # Content.Shared/Cuffs/SharedCuffableSystem.cs # Content.Shared/Doors/Systems/SharedDoorSystem.cs # Content.Shared/Emoting/EmoteAttemptEvent.cs # Content.Shared/Eye/Blinding/Systems/BlindableSystem.cs # Content.Shared/Eye/VisibilityFlags.cs # Content.Shared/Hands/EntitySystems/SharedHandsSystem.Pickup.cs # Content.Shared/Humanoid/HumanoidCharacterAppearance.cs # Content.Shared/Interaction/SmartEquipSystem.cs # Content.Shared/Inventory/InventorySystem.Relay.cs # Content.Shared/Medical/Cryogenics/SharedCryoPodSystem.cs # Content.Shared/Medical/Healing/HealingSystem.cs # Content.Shared/Medical/HealingComponent.cs # Content.Shared/Nutrition/EntitySystems/FoodSystem.cs # Content.Shared/Slippery/SlipperySystem.cs # Content.Shared/SprayPainter/SharedSprayPainterSystem.cs # Content.Shared/Standing/StandingStateComponent.cs # Content.Shared/Standing/StandingStateSystem.cs # Content.Shared/Station/SharedStationSpawningSystem.cs # Content.Shared/Stunnable/SharedStunSystem.cs # Content.Shared/SurveillanceCamera/SharedSurveillanceCameraMonitorSystem.cs # Content.Shared/VendingMachines/VendingMachineComponent.cs # Content.Shared/Warps/WarpPointSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.cs # Content.Shared/Wieldable/SharedWieldableSystem.cs # Resources/Audio/Ambience/Antag/attributions.yml # Resources/Audio/Ambience/Antag/changeling_start.ogg # Resources/Audio/Effects/attributions.yml # Resources/Audio/Lobby/attributions.yml # Resources/Audio/Machines/attributions.yml # Resources/Audio/Weapons/Guns/Gunshots/attributions.yml # Resources/Locale/en-US/_strings/administration/antag.ftl # Resources/Locale/en-US/_strings/administration/commands/camera.ftl # Resources/Locale/en-US/_strings/administration/commands/dsay-command.ftl # Resources/Locale/en-US/_strings/administration/commands/follow-command.ftl # Resources/Locale/en-US/_strings/administration/smites.ftl # Resources/Locale/en-US/_strings/administration/ui/admin-camera-window.ftl # Resources/Locale/en-US/_strings/administration/ui/role-bans.ftl # Resources/Locale/en-US/_strings/alerts/alerts.ftl # Resources/Locale/en-US/_strings/atmos/gas-pressure-regulator-system.ftl # Resources/Locale/en-US/_strings/bonk/components/bonkable-component.ftl # Resources/Locale/en-US/_strings/commands/add-body-part-command.ftl # Resources/Locale/en-US/_strings/commands/admin-logs-command.ftl # Resources/Locale/en-US/_strings/commands/admin-who-command.ftl # Resources/Locale/en-US/_strings/commands/asay-command.ftl # Resources/Locale/en-US/_strings/commands/crew-manifest-command.ftl # Resources/Locale/en-US/_strings/commands/deadmin-command.ftl # Resources/Locale/en-US/_strings/commands/delete-component-command.ftl # Resources/Locale/en-US/_strings/commands/destroy-mechanism-command.ftl # Resources/Locale/en-US/_strings/commands/dirty-command.ftl # Resources/Locale/en-US/_strings/commands/dsay-command.ftl # Resources/Locale/en-US/_strings/commands/dump-reagent-guide-text-command.ftl # Resources/Locale/en-US/_strings/commands/eye-commands.ftl # Resources/Locale/en-US/_strings/commands/follow-command.ftl # Resources/Locale/en-US/_strings/commands/force-map-command.ftl # Resources/Locale/en-US/_strings/commands/force-preset-command.ftl # Resources/Locale/en-US/_strings/commands/ghost-kick-command.ftl # Resources/Locale/en-US/_strings/commands/ghost-visibility-commands.ftl # Resources/Locale/en-US/_strings/commands/go-lobby-command.ftl # Resources/Locale/en-US/_strings/commands/grid-drag-command.ftl # Resources/Locale/en-US/_strings/commands/is-afk-command.ftl # Resources/Locale/en-US/_strings/commands/makesentient-command.ftl # Resources/Locale/en-US/_strings/commands/map-commands.ftl # Resources/Locale/en-US/_strings/commands/mapping-client-side-setup-command.ftl # Resources/Locale/en-US/_strings/commands/mappingclientsidesetup-command.ftl # Resources/Locale/en-US/_strings/commands/me-command.ftl # Resources/Locale/en-US/_strings/commands/mind-info-command.ftl # Resources/Locale/en-US/_strings/commands/node-vis-commands.ftl # Resources/Locale/en-US/_strings/commands/npc-command.ftl # Resources/Locale/en-US/_strings/commands/nukecodes-command.ftl # Resources/Locale/en-US/_strings/commands/ooc-command.ftl # Resources/Locale/en-US/_strings/commands/pardon-command.ftl # Resources/Locale/en-US/_strings/commands/powerstat-command.ftl # Resources/Locale/en-US/_strings/commands/promote-host-command.ftl # Resources/Locale/en-US/_strings/commands/radiation-command.ftl # Resources/Locale/en-US/_strings/commands/readmin-command.ftl # Resources/Locale/en-US/_strings/commands/remove-extra-components-command.ftl # Resources/Locale/en-US/_strings/commands/role-commands.ftl # Resources/Locale/en-US/_strings/commands/say-command.ftl # Resources/Locale/en-US/_strings/commands/set-battery-percent-command.ftl # Resources/Locale/en-US/_strings/commands/show-ambient-command.ftl # Resources/Locale/en-US/_strings/commands/show-gun-spread-command.ftl # Resources/Locale/en-US/_strings/commands/show-htn-command.ftl # Resources/Locale/en-US/_strings/commands/showrules-command.ftl # Resources/Locale/en-US/_strings/commands/spawn-entity-list-command.ftl # Resources/Locale/en-US/_strings/commands/start-singularity-command.ftl # Resources/Locale/en-US/_strings/commands/tile-pry-command.ftl # Resources/Locale/en-US/_strings/commands/toggle-decals-command.ftl # Resources/Locale/en-US/_strings/commands/toggle-disallow-late-join-command.ftl # Resources/Locale/en-US/_strings/commands/unlocknode-command.ftl # Resources/Locale/en-US/_strings/commands/whisper-command.ftl # Resources/Locale/en-US/_strings/components/gas-pressure-regulator-component.ftl # Resources/Locale/en-US/_strings/engineer-painter/engineer-painter.ftl # Resources/Locale/en-US/_strings/game-ticking/forcemap-command.ftl # Resources/Locale/en-US/_strings/interaction/interaction-popup-component.ftl # Resources/Locale/en-US/_strings/markings/vox_tattoos.ftl # Resources/Locale/en-US/_strings/materials/material-extractor.ftl # Resources/Locale/en-US/_strings/movement/eye.ftl # Resources/Locale/en-US/_strings/nutrition/components/food-component.ftl # Resources/Locale/en-US/_strings/nutrition/components/ingestion-system.ftl # Resources/Locale/en-US/_strings/nutrition/components/sealable-component.ftl # Resources/Locale/en-US/_strings/radiation/radiation-command.ftl # Resources/Locale/en-US/_strings/reagents/meta/physical-desc.ftl # Resources/Locale/en-US/_strings/research/technologies.ftl # Resources/Locale/en-US/_strings/seeds/seeds.ftl # Resources/Locale/en-US/_strings/weapons/grenades/timer-trigger.ftl # Resources/Locale/en-US/_strings/weapons/grenades/voice-trigger.ftl # Resources/Locale/en-US/commands/mapping-client-side-setup-command.ftl # Resources/Locale/en-US/recipes/tags.ftl # Resources/Maps/_Sunrise/Station/bagel.yml # Resources/Maps/_Sunrise/Station/barratry.yml # Resources/Maps/_Sunrise/Station/box.yml # Resources/Maps/_Sunrise/Station/fland.yml # Resources/Maps/_Sunrise/Station/marathon.yml # Resources/Maps/_Sunrise/Station/oasis.yml # Resources/Maps/_Sunrise/Station/packed.yml # Resources/Maps/_Sunrise/Station/plasma.yml # Resources/Maps/amber.yml # Resources/Maps/centcomm.yml # Resources/Prototypes/Catalog/Fills/Backpacks/duffelbag.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/Fills/Lockers/service.yml # Resources/Prototypes/Catalog/Fills/Lockers/suit_storage.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/coffee.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/sustenance.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/winterdrobe.yml # Resources/Prototypes/Entities/Clothing/Belt/belts.yml # Resources/Prototypes/Entities/Clothing/Eyes/glasses.yml # Resources/Prototypes/Entities/Clothing/Eyes/hud.yml # Resources/Prototypes/Entities/Clothing/Head/hardsuit-helmets.yml # Resources/Prototypes/Entities/Clothing/Head/hats.yml # Resources/Prototypes/Entities/Clothing/Head/helmets.yml # Resources/Prototypes/Entities/Clothing/Head/hoods.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/armor.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/hardsuits.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/softsuits.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/suits.yml # Resources/Prototypes/Entities/Mobs/NPCs/animals.yml # Resources/Prototypes/Entities/Mobs/NPCs/carp.yml # Resources/Prototypes/Entities/Mobs/NPCs/pets.yml # Resources/Prototypes/Entities/Mobs/NPCs/revenant.yml # Resources/Prototypes/Entities/Mobs/Player/admin_ghost.yml # Resources/Prototypes/Entities/Mobs/Player/clone.yml # Resources/Prototypes/Entities/Mobs/Species/base.yml # Resources/Prototypes/Entities/Mobs/Species/dwarf.yml # Resources/Prototypes/Entities/Mobs/base.yml # Resources/Prototypes/Entities/Objects/Fun/pai.yml # Resources/Prototypes/Entities/Objects/Fun/toys.yml # Resources/Prototypes/Entities/Objects/Misc/subdermal_implants.yml # Resources/Prototypes/Entities/Objects/Shields/shields.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/healing.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/hypospray.yml # Resources/Prototypes/Entities/Objects/Tools/access_configurator.yml # Resources/Prototypes/Entities/Objects/Tools/matches.yml # Resources/Prototypes/Entities/Objects/Weapons/Bombs/plastic.yml # Resources/Prototypes/Entities/Objects/Weapons/Bombs/spider.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/caseless_rifle.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/Projectiles/grenade.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Shotguns/shotguns.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/mining.yml # Resources/Prototypes/Entities/Objects/Weapons/Throwable/grenades.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/airlocks.yml # Resources/Prototypes/Entities/Structures/Doors/airlock_groups.yml # Resources/Prototypes/Entities/Structures/Furniture/beds.yml # Resources/Prototypes/Entities/Structures/Machines/vending_machines.yml # Resources/Prototypes/Entities/Structures/Power/debug_power.yml # Resources/Prototypes/Entities/Structures/Storage/Crates/crates.yml # Resources/Prototypes/Entities/Structures/Wallmounts/Misc/mirror.yml # Resources/Prototypes/GameRules/subgamemodes.yml # Resources/Prototypes/Reagents/Consumable/Drink/drinks.yml # Resources/Prototypes/Reagents/Consumable/Drink/soda.yml # Resources/Prototypes/Reagents/medicine.yml # Resources/Prototypes/Recipes/Lathes/Packs/tiles.yml # Resources/Prototypes/Recipes/Lathes/categories.yml # Resources/Prototypes/Recipes/Reactions/chemicals.yml # Resources/Prototypes/Roles/Antags/changeling.yml # Resources/Prototypes/name_identifier_groups.yml # Resources/Prototypes/tool_qualities.yml # Resources/ServerInfo/Guidebook/Antagonist/Zombies.xml # Resources/ServerInfo/Guidebook/Cargo/CargoBounties.xml # Resources/ServerInfo/Guidebook/Command.xml # Resources/ServerInfo/Guidebook/Glossary.xml # Resources/ServerInfo/Guidebook/NewPlayer/YourFirstCharacter.xml # Resources/ServerInfo/Guidebook/Science/Robotics.xml # Resources/ServerInfo/Guidebook/Science/ScannersAndVessels.xml # Resources/ServerInfo/Guidebook/Science/Science.xml # Resources/ServerInfo/Guidebook/SpaceStation14.xml # Resources/ServerInfo/Guidebook/Survival.xml # Resources/Textures/Clothing/Head/Hardsuits/atmospherics.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/capspace.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/cybersun.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/engineering-white.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/engineering-white.rsi/on-equipped-HELMET.png # Resources/Textures/Clothing/Head/Hardsuits/engineering.rsi/icon.png # Resources/Textures/Clothing/Head/Hardsuits/engineering.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/engineering.rsi/on-equipped-HELMET.png # Resources/Textures/Clothing/Head/Hardsuits/medical.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/rd.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/salvage.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/security.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/spatiohelm.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/syndicate.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/syndiecommander.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/syndieelite.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/wizard.rsi/meta.json # Resources/Textures/Clothing/Head/Helmets/atmos_firehelmet.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Armor/captain_carapace.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Armor/security.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/atmospherics.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/capspace.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/cybersun.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/engineering-white.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/engineering.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/medical.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/paramed.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/rd.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/salvage.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/security.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/spatio.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndicate.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndiecommander.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndieelite.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/wizard.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/atmos_firesuit.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/eva.rsi/meta.json # Resources/Textures/Interface/Misc/job_icons.rsi/meta.json # Resources/Textures/Objects/Misc/Lights/lampgreen.rsi/meta.json # Resources/Textures/Objects/Specific/Janitorial/janitorial_cart.rsi/meta.json # Resources/Textures/Objects/Tools/spray_painter.rsi/meta.json # Resources/Textures/Objects/Weapons/Melee/baseball_bat.rsi/meta.json # Resources/engineCommandPerms.yml # Resources/keybinds.yml # Resources/migration.yml
456 lines
17 KiB
C#
456 lines
17 KiB
C#
using System.Threading;
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using Content.Server._Sunrise.TransitHub;
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using Content.Server.Administration.Logs;
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using Content.Server.AlertLevel;
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using Content.Server.Chat.Managers;
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using Content.Server.Chat.Systems;
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using Content.Server.DeviceNetwork.Components;
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using Content.Server.DeviceNetwork.Systems;
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using Content.Server.GameTicking;
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using Content.Server.Screens.Components;
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using Content.Server.Shuttles.Components;
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using Content.Server.Shuttles.Systems;
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using Content.Server.Station.Systems;
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using Content.Shared.CCVar;
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using Content.Shared.Database;
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using Content.Shared.DeviceNetwork;
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using Content.Shared.GameTicking;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Configuration;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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using Content.Shared.DeviceNetwork.Components;
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using Content.Shared.Station.Components;
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using Timer = Robust.Shared.Timing.Timer;
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namespace Content.Server.RoundEnd
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{
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/// <summary>
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/// Handles ending rounds normally and also via requesting it (e.g. via comms console)
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/// If you request a round end then an escape shuttle will be used.
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/// </summary>
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public sealed class RoundEndSystem : EntitySystem
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{
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[Dependency] private readonly IAdminLogManager _adminLogger = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly IConfigurationManager _cfg = default!;
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[Dependency] private readonly IChatManager _chatManager = default!;
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[Dependency] private readonly ChatSystem _chatSystem = default!;
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[Dependency] private readonly DeviceNetworkSystem _deviceNetworkSystem = default!;
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[Dependency] private readonly GameTicker _gameTicker = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly IPrototypeManager _protoManager = default!;
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[Dependency] private readonly EmergencyShuttleSystem _shuttle = default!;
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[Dependency] private readonly StationSystem _stationSystem = default!;
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private bool _autoCalledBefore = false;
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private CancellationTokenSource? _cooldownTokenSource = null;
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private CancellationTokenSource? _countdownTokenSource = null;
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public TimeSpan AutoCallStartTime;
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public TimeSpan DefaultCooldownDuration { get; set; } = TimeSpan.FromSeconds(30);
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/// <summary>
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/// Countdown to use where there is no station alert countdown to be found.
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/// </summary>
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public TimeSpan DefaultCountdownDuration { get; set; } = TimeSpan.FromMinutes(10);
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public TimeSpan? LastCountdownStart { get; set; } = null;
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public TimeSpan? ExpectedCountdownEnd { get; set; } = null;
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public TimeSpan? ExpectedShuttleLength => ExpectedCountdownEnd - LastCountdownStart;
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public TimeSpan? ShuttleTimeLeft => ExpectedCountdownEnd - _gameTiming.CurTime;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<RoundRestartCleanupEvent>(_ => Reset());
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SetAutoCallTime();
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}
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private void SetAutoCallTime()
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{
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AutoCallStartTime = _gameTiming.CurTime;
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}
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private void Reset()
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{
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if (_countdownTokenSource != null)
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{
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_countdownTokenSource.Cancel();
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_countdownTokenSource = null;
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}
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if (_cooldownTokenSource != null)
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{
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_cooldownTokenSource.Cancel();
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_cooldownTokenSource = null;
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}
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LastCountdownStart = null;
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ExpectedCountdownEnd = null;
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SetAutoCallTime();
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_autoCalledBefore = false;
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RaiseLocalEvent(RoundEndSystemChangedEvent.Default);
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}
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/// <summary>
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/// Attempts to get the MapUid of the station using <see cref="StationSystem.GetLargestGrid"/>
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/// </summary>
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public EntityUid? GetStation()
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{
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AllEntityQuery<StationEmergencyShuttleComponent, StationDataComponent>().MoveNext(out var uid, out _, out var data);
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if (data == null)
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return null;
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var targetGrid = _stationSystem.GetLargestGrid((uid, data));
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return targetGrid == null ? null : Transform(targetGrid.Value).MapUid;
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}
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// Sunrise-Start
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public EntityUid? GetTransitHub()
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{
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AllEntityQuery<StationTransitHubComponent>().MoveNext(out var transitHub);
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return transitHub == null ? null : transitHub.MapEntity;
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}
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// Sunrise-End
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public bool CanCallOrRecall()
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{
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return _cooldownTokenSource == null;
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|
}
|
|
|
|
public bool IsRoundEndRequested()
|
|
{
|
|
return _countdownTokenSource != null;
|
|
}
|
|
|
|
public void RequestRoundEnd(EntityUid? requester = null,
|
|
bool checkCooldown = true,
|
|
string text = "round-end-system-shuttle-called-announcement",
|
|
string name = "round-end-system-shuttle-sender-announcement")
|
|
{
|
|
var duration = DefaultCountdownDuration;
|
|
|
|
if (requester != null)
|
|
{
|
|
var stationUid = _stationSystem.GetOwningStation(requester.Value);
|
|
if (TryComp<AlertLevelComponent>(stationUid, out var alertLevel))
|
|
{
|
|
duration = _protoManager
|
|
.Index<AlertLevelPrototype>(AlertLevelSystem.DefaultAlertLevelSet)
|
|
.Levels[alertLevel.CurrentLevel].ShuttleTime;
|
|
}
|
|
}
|
|
|
|
RequestRoundEnd(duration, requester, checkCooldown, text, name);
|
|
}
|
|
|
|
public void RequestRoundEnd(TimeSpan countdownTime,
|
|
EntityUid? requester = null,
|
|
bool checkCooldown = true,
|
|
string text = "round-end-system-shuttle-called-announcement",
|
|
string name = "round-end-system-shuttle-sender-announcement")
|
|
{
|
|
if (_gameTicker.RunLevel != GameRunLevel.InRound)
|
|
return;
|
|
|
|
if (checkCooldown && _cooldownTokenSource != null)
|
|
return;
|
|
|
|
if (_countdownTokenSource != null)
|
|
return;
|
|
|
|
_countdownTokenSource = new();
|
|
|
|
if (requester != null)
|
|
{
|
|
_adminLogger.Add(LogType.ShuttleCalled,
|
|
LogImpact.High,
|
|
$"Shuttle called by {ToPrettyString(requester.Value):user}");
|
|
}
|
|
else
|
|
{
|
|
_adminLogger.Add(LogType.ShuttleCalled, LogImpact.High, $"Shuttle called");
|
|
}
|
|
|
|
// I originally had these set up here but somehow time gets passed as 0 to Loc so IDEK.
|
|
int time;
|
|
string units;
|
|
|
|
if (countdownTime.TotalSeconds < 60)
|
|
{
|
|
time = countdownTime.Seconds;
|
|
units = "eta-units-seconds";
|
|
}
|
|
else
|
|
{
|
|
time = countdownTime.Minutes;
|
|
units = "eta-units-minutes";
|
|
}
|
|
|
|
_chatSystem.DispatchGlobalAnnouncement(Loc.GetString(text,
|
|
("time", time),
|
|
("units", Loc.GetString(units))),
|
|
Loc.GetString(name),
|
|
false,
|
|
null,
|
|
colorOverride: Color.Gold); // Sunrise-TTS
|
|
|
|
LastCountdownStart = _gameTiming.CurTime;
|
|
ExpectedCountdownEnd = _gameTiming.CurTime + countdownTime;
|
|
|
|
// TODO full game saves
|
|
Timer.Spawn(countdownTime, _shuttle.DockEmergencyShuttle, _countdownTokenSource.Token);
|
|
|
|
ActivateCooldown();
|
|
RaiseLocalEvent(RoundEndSystemChangedEvent.Default);
|
|
|
|
var shuttle = _shuttle.GetShuttle();
|
|
if (shuttle != null && TryComp<DeviceNetworkComponent>(shuttle, out var net))
|
|
{
|
|
var payload = new NetworkPayload
|
|
{
|
|
[ShuttleTimerMasks.ShuttleMap] = shuttle,
|
|
[ShuttleTimerMasks.SourceMap] = GetTransitHub(), // Sunrise-Edit
|
|
[ShuttleTimerMasks.DestMap] = GetStation(),
|
|
[ShuttleTimerMasks.ShuttleTime] = countdownTime,
|
|
[ShuttleTimerMasks.SourceTime] = countdownTime +
|
|
TimeSpan.FromSeconds(_shuttle.TransitTime +
|
|
_cfg.GetCVar(
|
|
CCVars.EmergencyShuttleDockTime)),
|
|
[ShuttleTimerMasks.DestTime] = countdownTime,
|
|
};
|
|
_deviceNetworkSystem.QueuePacket(shuttle.Value, null, payload, net.TransmitFrequency);
|
|
}
|
|
}
|
|
|
|
public void CancelRoundEndCountdown(EntityUid? requester = null, bool checkCooldown = true)
|
|
{
|
|
if (_gameTicker.RunLevel != GameRunLevel.InRound)
|
|
return;
|
|
if (checkCooldown && _cooldownTokenSource != null)
|
|
return;
|
|
|
|
if (_countdownTokenSource == null)
|
|
return;
|
|
_countdownTokenSource.Cancel();
|
|
_countdownTokenSource = null;
|
|
|
|
if (requester != null)
|
|
{
|
|
_adminLogger.Add(LogType.ShuttleRecalled,
|
|
LogImpact.High,
|
|
$"Shuttle recalled by {ToPrettyString(requester.Value):user}");
|
|
}
|
|
else
|
|
{
|
|
_adminLogger.Add(LogType.ShuttleRecalled, LogImpact.High, $"Shuttle recalled");
|
|
}
|
|
|
|
_chatSystem.DispatchGlobalAnnouncement(Loc.GetString("round-end-system-shuttle-recalled-announcement"),
|
|
Loc.GetString("round-end-system-shuttle-sender-announcement"), false, colorOverride: Color.Gold);
|
|
|
|
//_audio.PlayGlobal("/Audio/Announcements/shuttlerecalled.ogg", Filter.Broadcast(), true);
|
|
|
|
LastCountdownStart = null;
|
|
ExpectedCountdownEnd = null;
|
|
ActivateCooldown();
|
|
RaiseLocalEvent(RoundEndSystemChangedEvent.Default);
|
|
|
|
// remove active clientside evac shuttle timers by zeroing the target time
|
|
var zero = TimeSpan.Zero;
|
|
var shuttle = _shuttle.GetShuttle();
|
|
if (shuttle != null && TryComp<DeviceNetworkComponent>(shuttle, out var net))
|
|
{
|
|
var payload = new NetworkPayload
|
|
{
|
|
[ShuttleTimerMasks.ShuttleMap] = shuttle,
|
|
[ShuttleTimerMasks.SourceMap] = GetTransitHub(), // Sunrsie-Edit
|
|
[ShuttleTimerMasks.DestMap] = GetStation(),
|
|
[ShuttleTimerMasks.ShuttleTime] = zero,
|
|
[ShuttleTimerMasks.SourceTime] = zero,
|
|
[ShuttleTimerMasks.DestTime] = zero,
|
|
};
|
|
_deviceNetworkSystem.QueuePacket(shuttle.Value, null, payload, net.TransmitFrequency);
|
|
}
|
|
}
|
|
|
|
public void EndRound(TimeSpan? countdownTime = null)
|
|
{
|
|
if (_gameTicker.RunLevel != GameRunLevel.InRound)
|
|
return;
|
|
LastCountdownStart = null;
|
|
ExpectedCountdownEnd = null;
|
|
RaiseLocalEvent(RoundEndSystemChangedEvent.Default);
|
|
_gameTicker.EndRound();
|
|
_countdownTokenSource?.Cancel();
|
|
_countdownTokenSource = new();
|
|
|
|
countdownTime ??= TimeSpan.FromSeconds(_cfg.GetCVar(CCVars.RoundRestartTime));
|
|
int time;
|
|
string unitsLocString;
|
|
if (countdownTime.Value.TotalSeconds < 60)
|
|
{
|
|
time = countdownTime.Value.Seconds;
|
|
unitsLocString = "eta-units-seconds";
|
|
}
|
|
else
|
|
{
|
|
time = countdownTime.Value.Minutes;
|
|
unitsLocString = "eta-units-minutes";
|
|
}
|
|
|
|
_chatManager.DispatchServerAnnouncement(
|
|
Loc.GetString(
|
|
"round-end-system-round-restart-eta-announcement",
|
|
("time", time),
|
|
("units", Loc.GetString(unitsLocString))));
|
|
Timer.Spawn(countdownTime.Value, AfterEndRoundRestart, _countdownTokenSource.Token);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Starts a behavior to end the round
|
|
/// </summary>
|
|
/// <param name="behavior">The way in which the round will end</param>
|
|
/// <param name="time"></param>
|
|
/// <param name="sender"></param>
|
|
/// <param name="textCall"></param>
|
|
/// <param name="textAnnounce"></param>
|
|
public void DoRoundEndBehavior(RoundEndBehavior behavior,
|
|
TimeSpan time,
|
|
string sender = "comms-console-announcement-title-centcom",
|
|
string textCall = "round-end-system-shuttle-called-announcement",
|
|
string textAnnounce = "round-end-system-shuttle-already-called-announcement")
|
|
{
|
|
switch (behavior)
|
|
{
|
|
case RoundEndBehavior.InstantEnd:
|
|
EndRound();
|
|
break;
|
|
case RoundEndBehavior.ShuttleCall:
|
|
// Check is shuttle called or not. We should only dispatch announcement if it's already called
|
|
if (IsRoundEndRequested())
|
|
{
|
|
_chatSystem.DispatchGlobalAnnouncement(Loc.GetString(textAnnounce),
|
|
Loc.GetString(sender),
|
|
colorOverride: Color.Gold);
|
|
}
|
|
else
|
|
{
|
|
RequestRoundEnd(time,
|
|
null,
|
|
false,
|
|
textCall,
|
|
Loc.GetString(sender));
|
|
}
|
|
|
|
break;
|
|
}
|
|
}
|
|
|
|
private void AfterEndRoundRestart()
|
|
{
|
|
if (_gameTicker.RunLevel != GameRunLevel.PostRound)
|
|
return;
|
|
Reset();
|
|
_gameTicker.RestartRound();
|
|
}
|
|
|
|
private void ActivateCooldown()
|
|
{
|
|
_cooldownTokenSource?.Cancel();
|
|
_cooldownTokenSource = new();
|
|
|
|
// TODO full game saves
|
|
Timer.Spawn(DefaultCooldownDuration,
|
|
() =>
|
|
{
|
|
_cooldownTokenSource.Cancel();
|
|
_cooldownTokenSource = null;
|
|
RaiseLocalEvent(RoundEndSystemChangedEvent.Default);
|
|
},
|
|
_cooldownTokenSource.Token);
|
|
}
|
|
|
|
public override void Update(float frameTime)
|
|
{
|
|
// Check if we should auto-call.
|
|
int mins = _autoCalledBefore
|
|
? _cfg.GetCVar(CCVars.EmergencyShuttleAutoCallExtensionTime)
|
|
: _cfg.GetCVar(CCVars.EmergencyShuttleAutoCallTime);
|
|
if (mins != 0 && _gameTiming.CurTime - AutoCallStartTime > TimeSpan.FromMinutes(mins))
|
|
{
|
|
if (!_shuttle.EmergencyShuttleArrived && ExpectedCountdownEnd is null)
|
|
{
|
|
_autoCalledBefore =
|
|
true; // Move before call RequestRoundEnd to play correct announcement sound type
|
|
RequestRoundEnd(null, false, "round-end-system-shuttle-auto-called-announcement");
|
|
}
|
|
|
|
// Always reset auto-call in case of a recall.
|
|
SetAutoCallTime();
|
|
}
|
|
}
|
|
|
|
// Sunrise-start
|
|
public TimeSpan TimeToCallShuttle()
|
|
{
|
|
var autoCalledBefore = _autoCalledBefore
|
|
? _cfg.GetCVar(CCVars.EmergencyShuttleAutoCallExtensionTime)
|
|
: _cfg.GetCVar(CCVars.EmergencyShuttleAutoCallTime);
|
|
return AutoCallStartTime + TimeSpan.FromMinutes(autoCalledBefore);
|
|
}
|
|
|
|
public void DelayCursedShuttle(TimeSpan delay)
|
|
{
|
|
if (_gameTicker.RunLevel != GameRunLevel.InRound)
|
|
return;
|
|
|
|
if (_countdownTokenSource == null)
|
|
return;
|
|
|
|
var countdown = ExpectedCountdownEnd - _gameTiming.CurTime + delay;
|
|
ExpectedCountdownEnd = _gameTiming.CurTime + countdown;
|
|
|
|
_countdownTokenSource.Cancel();
|
|
_countdownTokenSource = new();
|
|
|
|
if (countdown != null)
|
|
Timer.Spawn(countdown.Value, _shuttle.DockEmergencyShuttle, _countdownTokenSource.Token);
|
|
|
|
_chatSystem.DispatchGlobalAnnouncement(Loc.GetString("round-end-system-shuttle-curse-delayed-announcement"),
|
|
Loc.GetString("Station"),
|
|
colorOverride: Color.Gold);
|
|
}
|
|
|
|
public bool ShuttleCalled()
|
|
{
|
|
return ExpectedCountdownEnd != null;
|
|
}
|
|
// Sunrise-end
|
|
}
|
|
|
|
public sealed class RoundEndSystemChangedEvent : EntityEventArgs
|
|
{
|
|
public static RoundEndSystemChangedEvent Default { get; } = new();
|
|
}
|
|
|
|
public enum RoundEndBehavior : byte
|
|
{
|
|
/// <summary>
|
|
/// Instantly end round
|
|
/// </summary>
|
|
InstantEnd,
|
|
|
|
/// <summary>
|
|
/// Call shuttle with custom announcement
|
|
/// </summary>
|
|
ShuttleCall,
|
|
|
|
/// <summary>
|
|
/// Do nothing
|
|
/// </summary>
|
|
Nothing
|
|
}
|
|
}
|