Separate game rule enabling and game rule starting (#6168)
This commit is contained in:
@@ -38,7 +38,7 @@ namespace Content.IntegrationTests.Tests.GameRules
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{
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Assert.That(sGameTicker.RunLevel, Is.EqualTo(GameRunLevel.PreRoundLobby));
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sGameTicker.AddGameRule(IoCManager.Resolve<IPrototypeManager>().Index<GameRulePrototype>(maxTimeMaxTimeRestartRuleSystem.Prototype));
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sGameTicker.StartGameRule(IoCManager.Resolve<IPrototypeManager>().Index<GameRulePrototype>(maxTimeMaxTimeRestartRuleSystem.Prototype));
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maxTimeMaxTimeRestartRuleSystem.RoundMaxTime = TimeSpan.FromSeconds(3);
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sGameTicker.StartRound();
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@@ -85,6 +85,14 @@ namespace Content.Server.GameTicking
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return true;
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}
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private void StartGamePresetRules()
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{
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foreach (var rule in _addedGameRules)
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{
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StartGameRule(rule);
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}
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}
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public bool OnGhostAttempt(Mind.Mind mind, bool canReturnGlobal)
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{
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var handleEv = new GhostAttemptHandleEvent(mind, canReturnGlobal);
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@@ -8,35 +8,80 @@ namespace Content.Server.GameTicking
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public partial class GameTicker
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{
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// No duplicates.
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[ViewVariables] private readonly HashSet<GameRulePrototype> _gameRules = new();
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public IEnumerable<GameRulePrototype> ActiveGameRules => _gameRules;
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[ViewVariables] private readonly HashSet<GameRulePrototype> _addedGameRules = new();
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public IEnumerable<GameRulePrototype> AddedGameRules => _addedGameRules;
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[ViewVariables] private readonly HashSet<GameRulePrototype> _startedGameRules = new();
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public IEnumerable<GameRulePrototype> StartedGameRules => _startedGameRules;
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/// <summary>
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/// Game rules can be 'started' separately from being added. 'Starting' them usually
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/// happens at round start while they can be added and removed before then.
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/// </summary>
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public void StartGameRule(GameRulePrototype rule)
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{
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if (!GameRuleAdded(rule))
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AddGameRule(rule);
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if (_startedGameRules.Add(rule))
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RaiseLocalEvent(new GameRuleStartedEvent(rule));
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}
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/// <summary>
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/// Ends a game rule.
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/// This always includes removing it (removing it from added game rules) so that behavior
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/// is not separate from this.
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/// </summary>
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/// <param name="rule"></param>
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public void EndGameRule(GameRulePrototype rule)
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{
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if (!GameRuleAdded(rule))
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return;
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_addedGameRules.Remove(rule);
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if (GameRuleStarted(rule))
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_startedGameRules.Remove(rule);
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RaiseLocalEvent(new GameRuleEndedEvent(rule));
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}
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/// <summary>
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/// Adds a game rule to the list, but does not
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/// start it yet, instead waiting until roundstart.
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/// </summary>
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public bool AddGameRule(GameRulePrototype rule)
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{
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if (!_gameRules.Add(rule))
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if (!_addedGameRules.Add(rule))
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return false;
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RaiseLocalEvent(new GameRuleAddedEvent(rule));
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return true;
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}
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public bool RemoveGameRule(GameRulePrototype rule)
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public bool GameRuleAdded(GameRulePrototype rule)
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{
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if (!_gameRules.Remove(rule))
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return false;
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RaiseLocalEvent(new GameRuleRemovedEvent(rule));
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return true;
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return _addedGameRules.Contains(rule);
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}
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public bool HasGameRule(GameRulePrototype rule)
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public bool GameRuleAdded(string rule)
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{
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return _gameRules.Contains(rule);
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foreach (var ruleProto in _addedGameRules)
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{
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if (ruleProto.ID.Equals(rule))
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return true;
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}
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return false;
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}
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public bool HasGameRule(string rule)
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public bool GameRuleStarted(GameRulePrototype rule)
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{
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foreach (var ruleProto in _gameRules)
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return _startedGameRules.Contains(rule);
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}
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public bool GameRuleStarted(string rule)
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{
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foreach (var ruleProto in _startedGameRules)
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{
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if (ruleProto.ID.Equals(rule))
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return true;
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@@ -47,14 +92,17 @@ namespace Content.Server.GameTicking
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public void ClearGameRules()
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{
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foreach (var rule in _gameRules.ToArray())
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foreach (var rule in _addedGameRules.ToArray())
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{
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RemoveGameRule(rule);
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EndGameRule(rule);
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}
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}
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}
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public class GameRuleAddedEvent
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/// <summary>
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/// Raised broadcast when a game rule is selected, but not started yet.
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/// </summary>
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public sealed class GameRuleAddedEvent
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{
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public GameRulePrototype Rule { get; }
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@@ -64,11 +112,21 @@ namespace Content.Server.GameTicking
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}
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}
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public class GameRuleRemovedEvent
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public sealed class GameRuleStartedEvent
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{
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public GameRulePrototype Rule { get; }
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public GameRuleRemovedEvent(GameRulePrototype rule)
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public GameRuleStartedEvent(GameRulePrototype rule)
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{
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Rule = rule;
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}
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}
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public sealed class GameRuleEndedEvent
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{
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public GameRulePrototype Rule { get; }
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public GameRuleEndedEvent(GameRulePrototype rule)
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{
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Rule = rule;
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}
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@@ -71,6 +71,8 @@ namespace Content.Server.GameTicking
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private void PreRoundSetup()
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{
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AddGamePresetRules();
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DefaultMap = _mapManager.CreateMap();
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_pauseManager.AddUninitializedMap(DefaultMap);
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_startingRound = false;
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@@ -188,7 +190,7 @@ namespace Content.Server.GameTicking
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SendServerMessage(Loc.GetString("game-ticker-start-round"));
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AddGamePresetRules();
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StartGamePresetRules();
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List<IPlayerSession> readyPlayers;
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if (LobbyEnabled)
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@@ -246,6 +248,7 @@ namespace Content.Server.GameTicking
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ClearGameRules();
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SetGamePreset(_configurationManager.GetCVar(CCVars.GameLobbyFallbackPreset));
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AddGamePresetRules();
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StartGamePresetRules();
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startAttempt.Uncancel();
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RaiseLocalEvent(startAttempt);
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@@ -508,7 +511,7 @@ namespace Content.Server.GameTicking
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// Clear up any game rules.
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ClearGameRules();
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_gameRules.Clear();
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_addedGameRules.Clear();
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// Round restart cleanup event, so entity systems can reset.
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var ev = new RoundRestartCleanupEvent();
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@@ -35,14 +35,14 @@ public sealed class DeathMatchRuleSystem : GameRuleSystem
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SubscribeLocalEvent<DamageChangedEvent>(OnHealthChanged);
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}
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public override void Added()
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public override void Started()
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{
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_chatManager.DispatchServerAnnouncement(Loc.GetString("rule-death-match-added-announcement"));
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_playerManager.PlayerStatusChanged += OnPlayerStatusChanged;
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}
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public override void Removed()
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public override void Ended()
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{
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_deadCheckTimer = null;
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_restartTimer = null;
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@@ -27,8 +27,9 @@ public abstract class GameRuleSystem : EntitySystem
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base.Initialize();
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SubscribeLocalEvent<GameRuleAddedEvent>(OnGameRuleAdded);
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SubscribeLocalEvent<GameRuleRemovedEvent>(OnGameRuleRemoved);
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SubscribeLocalEvent<GameRuleStartedEvent>(OnGameRuleStarted);
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SubscribeLocalEvent<GameRuleEndedEvent>(OnGameRuleEnded);
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}
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private void OnGameRuleAdded(GameRuleAddedEvent ev)
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@@ -37,25 +38,32 @@ public abstract class GameRuleSystem : EntitySystem
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return;
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Enabled = true;
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Added();
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}
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private void OnGameRuleRemoved(GameRuleRemovedEvent ev)
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private void OnGameRuleStarted(GameRuleStartedEvent ev)
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{
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if (ev.Rule.ID != Prototype)
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return;
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Started();
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}
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private void OnGameRuleEnded(GameRuleEndedEvent ev)
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{
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if (ev.Rule.ID != Prototype)
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return;
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Enabled = false;
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Removed();
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Ended();
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}
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/// <summary>
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/// Called when the game rule has been added and this system has been enabled.
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/// Called when the game rule has been started..
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/// </summary>
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public abstract void Added();
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public abstract void Started();
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/// <summary>
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/// Called when the game rule has been removed and this system has been disabled.
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/// Called when the game rule has ended..
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/// </summary>
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public abstract void Removed();
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public abstract void Ended();
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}
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@@ -28,12 +28,12 @@ public class InactivityTimeRestartRuleSystem : GameRuleSystem
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SubscribeLocalEvent<GameRunLevelChangedEvent>(RunLevelChanged);
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}
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public override void Added()
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public override void Started()
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{
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_playerManager.PlayerStatusChanged += PlayerStatusChanged;
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}
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public override void Removed()
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public override void Ended()
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{
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_playerManager.PlayerStatusChanged -= PlayerStatusChanged;
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@@ -26,13 +26,13 @@ public sealed class MaxTimeRestartRuleSystem : GameRuleSystem
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SubscribeLocalEvent<GameRunLevelChangedEvent>(RunLevelChanged);
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}
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public override void Added()
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public override void Started()
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{
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if(GameTicker.RunLevel == GameRunLevel.InRound)
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RestartTimer();
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}
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public override void Removed()
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public override void Ended()
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{
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RoundMaxTime = TimeSpan.FromMinutes(5);
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RoundEndDelay = TimeSpan.FromMinutes(10);
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@@ -9,12 +9,12 @@ public class SandboxRuleSystem : GameRuleSystem
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public override string Prototype => "Sandbox";
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public override void Added()
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public override void Started()
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{
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_sandbox.IsSandboxEnabled = true;
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}
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public override void Removed()
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public override void Ended()
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{
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_sandbox.IsSandboxEnabled = false;
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}
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@@ -202,7 +202,7 @@ public sealed class SuspicionRuleSystem : GameRuleSystem
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}
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}
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public override void Added()
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public override void Started()
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{
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_playerManager.PlayerStatusChanged += PlayerManagerOnPlayerStatusChanged;
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@@ -223,7 +223,7 @@ public sealed class SuspicionRuleSystem : GameRuleSystem
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Timer.SpawnRepeating(DeadCheckDelay, CheckWinConditions, _checkTimerCancel.Token);
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}
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public override void Removed()
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public override void Ended()
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{
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_doorSystem.AccessType = SharedDoorSystem.AccessTypes.Id;
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EndTime = null;
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@@ -202,14 +202,14 @@ public class TraitorDeathMatchRuleSystem : GameRuleSystem
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ev.AddLine(string.Join('\n', lines));
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}
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public override void Added()
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public override void Started()
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{
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_restarter.RoundMaxTime = TimeSpan.FromMinutes(30);
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_restarter.RestartTimer();
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_safeToEndRound = true;
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}
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public override void Removed()
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public override void Ended()
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{
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}
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@@ -53,13 +53,13 @@ public class TraitorRuleSystem : GameRuleSystem
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SubscribeLocalEvent<RoundEndTextAppendEvent>(OnRoundEndText);
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}
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public override void Added()
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public override void Started()
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{
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// This seems silly, but I'll leave it.
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_chatManager.DispatchServerAnnouncement(Loc.GetString("rule-traitor-added-announcement"));
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}
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public override void Removed()
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public override void Ended()
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{
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_traitors.Clear();
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}
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@@ -1,10 +1,6 @@
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using Content.Server.GameTicking;
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using Content.Server.Spawners.Components;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Maths;
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using Robust.Shared.Random;
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namespace Content.Server.Spawners.EntitySystems
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@@ -19,7 +15,7 @@ namespace Content.Server.Spawners.EntitySystems
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{
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base.Initialize();
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SubscribeLocalEvent<GameRuleAddedEvent>(OnRuleAdded);
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SubscribeLocalEvent<GameRuleStartedEvent>(OnRuleStarted);
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SubscribeLocalEvent<ConditionalSpawnerComponent, MapInitEvent>(OnCondSpawnMapInit);
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SubscribeLocalEvent<RandomSpawnerComponent, MapInitEvent>(OnRandSpawnMapInit);
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}
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@@ -35,15 +31,15 @@ namespace Content.Server.Spawners.EntitySystems
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EntityManager.QueueDeleteEntity(uid);
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}
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private void OnRuleAdded(GameRuleAddedEvent args)
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private void OnRuleStarted(GameRuleStartedEvent args)
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{
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foreach (var spawner in EntityManager.EntityQuery<ConditionalSpawnerComponent>())
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{
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RuleAdded(spawner, args);
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RuleStarted(spawner, args);
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}
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}
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public void RuleAdded(ConditionalSpawnerComponent component, GameRuleAddedEvent obj)
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public void RuleStarted(ConditionalSpawnerComponent component, GameRuleStartedEvent obj)
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{
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if(component.GameRules.Contains(obj.Rule.ID))
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Spawn(component);
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@@ -59,7 +55,7 @@ namespace Content.Server.Spawners.EntitySystems
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foreach (var rule in component.GameRules)
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{
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if (!_ticker.HasGameRule(rule)) continue;
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if (!_ticker.GameRuleStarted(rule)) continue;
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Spawn(component);
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return;
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}
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Block a user