Gamerule Entities (#15513)

This commit is contained in:
Nemanja
2023-04-24 01:20:51 -04:00
committed by GitHub
parent 8943c2a10e
commit 39cc02b8f9
124 changed files with 3097 additions and 4342 deletions

View File

@@ -1,98 +1,109 @@
using System.Threading;
using Content.Server.Chat.Managers;
using Content.Server.GameTicking.Rules.Configurations;
using Content.Server.GameTicking.Rules.Components;
using Robust.Server.Player;
using Timer = Robust.Shared.Timing.Timer;
namespace Content.Server.GameTicking.Rules;
public sealed class InactivityTimeRestartRuleSystem : GameRuleSystem
public sealed class InactivityTimeRestartRuleSystem : GameRuleSystem<InactivityRuleComponent>
{
[Dependency] private readonly IChatManager _chatManager = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
public override string Prototype => "InactivityTimeRestart";
private CancellationTokenSource _timerCancel = new();
public TimeSpan InactivityMaxTime { get; set; } = TimeSpan.FromMinutes(10);
public TimeSpan RoundEndDelay { get; set; } = TimeSpan.FromSeconds(10);
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<GameRunLevelChangedEvent>(RunLevelChanged);
}
public override void Started()
{
if (Configuration is not InactivityGameRuleConfiguration inactivityConfig)
return;
InactivityMaxTime = inactivityConfig.InactivityMaxTime;
RoundEndDelay = inactivityConfig.RoundEndDelay;
_playerManager.PlayerStatusChanged += PlayerStatusChanged;
}
public override void Ended()
public override void Shutdown()
{
base.Shutdown();
_playerManager.PlayerStatusChanged -= PlayerStatusChanged;
StopTimer();
}
public void RestartTimer()
protected override void Ended(EntityUid uid, InactivityRuleComponent component, GameRuleComponent gameRule, GameRuleEndedEvent args)
{
_timerCancel.Cancel();
_timerCancel = new CancellationTokenSource();
Timer.Spawn(InactivityMaxTime, TimerFired, _timerCancel.Token);
base.Ended(uid, component, gameRule, args);
StopTimer(uid, component);
}
public void StopTimer()
public void RestartTimer(EntityUid uid, InactivityRuleComponent? component = null)
{
_timerCancel.Cancel();
if (!Resolve(uid, ref component))
return;
component.TimerCancel.Cancel();
component.TimerCancel = new CancellationTokenSource();
Timer.Spawn(component.InactivityMaxTime, () => TimerFired(uid, component), component.TimerCancel.Token);
}
private void TimerFired()
public void StopTimer(EntityUid uid, InactivityRuleComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
component.TimerCancel.Cancel();
}
private void TimerFired(EntityUid uid, InactivityRuleComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
GameTicker.EndRound(Loc.GetString("rule-time-has-run-out"));
_chatManager.DispatchServerAnnouncement(Loc.GetString("rule-restarting-in-seconds", ("seconds",(int) RoundEndDelay.TotalSeconds)));
_chatManager.DispatchServerAnnouncement(Loc.GetString("rule-restarting-in-seconds", ("seconds",(int) component.RoundEndDelay.TotalSeconds)));
Timer.Spawn(RoundEndDelay, () => GameTicker.RestartRound());
Timer.Spawn(component.RoundEndDelay, () => GameTicker.RestartRound());
}
private void RunLevelChanged(GameRunLevelChangedEvent args)
{
if (!RuleAdded)
return;
switch (args.New)
var query = EntityQueryEnumerator<InactivityRuleComponent, GameRuleComponent>();
while (query.MoveNext(out var uid, out var inactivity, out var gameRule))
{
case GameRunLevel.InRound:
RestartTimer();
break;
case GameRunLevel.PreRoundLobby:
case GameRunLevel.PostRound:
StopTimer();
break;
if (!GameTicker.IsGameRuleActive(uid, gameRule))
return;
switch (args.New)
{
case GameRunLevel.InRound:
RestartTimer(uid, inactivity);
break;
case GameRunLevel.PreRoundLobby:
case GameRunLevel.PostRound:
StopTimer(uid, inactivity);
break;
}
}
}
private void PlayerStatusChanged(object? sender, SessionStatusEventArgs e)
{
if (GameTicker.RunLevel != GameRunLevel.InRound)
var query = EntityQueryEnumerator<InactivityRuleComponent, GameRuleComponent>();
while (query.MoveNext(out var uid, out var inactivity, out var gameRule))
{
return;
}
if (!GameTicker.IsGameRuleActive(uid, gameRule))
return;
if (_playerManager.PlayerCount == 0)
{
RestartTimer();
}
else
{
StopTimer();
if (GameTicker.RunLevel != GameRunLevel.InRound)
{
return;
}
if (_playerManager.PlayerCount == 0)
{
RestartTimer(uid, inactivity);
}
else
{
StopTimer(uid, inactivity);
}
}
}
}