@@ -3,20 +3,20 @@ using System.Linq;
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using System.Numerics;
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using Content.Server.Administration.Managers;
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using Content.Server.Ghost;
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using Content.Server.Players;
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using Content.Server.Spawners.Components;
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using Content.Server.Speech.Components;
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using Content.Server.Station.Components;
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using Content.Shared.CCVar;
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using Content.Shared.Database;
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using Content.Shared.Players;
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using Content.Shared.Preferences;
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using Content.Shared.Roles;
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using Content.Shared.Roles.Jobs;
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using JetBrains.Annotations;
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using Robust.Server.Player;
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using Robust.Shared.Map;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Network;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Utility;
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@@ -29,7 +29,7 @@ namespace Content.Server.GameTicking
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[Dependency] private readonly SharedJobSystem _jobs = default!;
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[ValidatePrototypeId<EntityPrototype>]
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public const string ObserverPrototypeName = "MobObserver";
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private const string ObserverPrototypeName = "MobObserver";
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/// <summary>
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/// How many players have joined the round through normal methods.
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@@ -52,7 +52,7 @@ namespace Content.Server.GameTicking
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return spawnableStations;
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}
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private void SpawnPlayers(List<ICommonSession> readyPlayers, Dictionary<NetUserId, HumanoidCharacterProfile> profiles, bool force)
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private void SpawnPlayers(List<IPlayerSession> readyPlayers, Dictionary<NetUserId, HumanoidCharacterProfile> profiles, bool force)
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{
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// Allow game rules to spawn players by themselves if needed. (For example, nuke ops or wizard)
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RaiseLocalEvent(new RulePlayerSpawningEvent(readyPlayers, profiles, force));
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@@ -116,7 +116,7 @@ namespace Content.Server.GameTicking
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RaiseLocalEvent(new RulePlayerJobsAssignedEvent(assignedJobs.Keys.Select(x => _playerManager.GetSessionByUserId(x)).ToArray(), profiles, force));
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}
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private void SpawnPlayer(ICommonSession player, EntityUid station, string? jobId = null, bool lateJoin = true, bool silent = false)
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private void SpawnPlayer(IPlayerSession player, EntityUid station, string? jobId = null, bool lateJoin = true, bool silent = false)
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{
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var character = GetPlayerProfile(player);
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@@ -129,7 +129,7 @@ namespace Content.Server.GameTicking
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SpawnPlayer(player, character, station, jobId, lateJoin, silent);
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}
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private void SpawnPlayer(ICommonSession player, HumanoidCharacterProfile character, EntityUid station, string? jobId = null, bool lateJoin = true, bool silent = false)
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private void SpawnPlayer(IPlayerSession player, HumanoidCharacterProfile character, EntityUid station, string? jobId = null, bool lateJoin = true, bool silent = false)
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{
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// Can't spawn players with a dummy ticker!
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if (DummyTicker)
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@@ -271,7 +271,7 @@ namespace Content.Server.GameTicking
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RaiseLocalEvent(mob, aev, true);
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}
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public void Respawn(ICommonSession player)
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public void Respawn(IPlayerSession player)
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{
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_mind.WipeMind(player);
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_adminLogger.Add(LogType.Respawn, LogImpact.Medium, $"Player {player} was respawned.");
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@@ -289,7 +289,7 @@ namespace Content.Server.GameTicking
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/// <param name="station">The station they're spawning on</param>
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/// <param name="jobId">An optional job for them to spawn as</param>
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/// <param name="silent">Whether or not the player should be greeted upon joining</param>
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public void MakeJoinGame(ICommonSession player, EntityUid station, string? jobId = null, bool silent = false)
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public void MakeJoinGame(IPlayerSession player, EntityUid station, string? jobId = null, bool silent = false)
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{
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if (!_playerGameStatuses.ContainsKey(player.UserId))
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return;
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@@ -303,7 +303,7 @@ namespace Content.Server.GameTicking
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/// <summary>
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/// Causes the given player to join the current game as observer ghost. See also <see cref="SpawnObserver"/>
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/// </summary>
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public void JoinAsObserver(ICommonSession player)
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public void JoinAsObserver(IPlayerSession player)
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{
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// Can't spawn players with a dummy ticker!
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if (DummyTicker)
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@@ -317,7 +317,7 @@ namespace Content.Server.GameTicking
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/// Spawns an observer ghost and attaches the given player to it. If the player does not yet have a mind, the
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/// player is given a new mind with the observer role. Otherwise, the current mind is transferred to the ghost.
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/// </summary>
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public void SpawnObserver(ICommonSession player)
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public void SpawnObserver(IPlayerSession player)
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{
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if (DummyTicker)
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return;
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@@ -430,13 +430,13 @@ namespace Content.Server.GameTicking
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[PublicAPI]
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public sealed class PlayerBeforeSpawnEvent : HandledEntityEventArgs
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{
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public ICommonSession Player { get; }
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public IPlayerSession Player { get; }
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public HumanoidCharacterProfile Profile { get; }
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public string? JobId { get; }
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public bool LateJoin { get; }
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public EntityUid Station { get; }
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public PlayerBeforeSpawnEvent(ICommonSession player, HumanoidCharacterProfile profile, string? jobId, bool lateJoin, EntityUid station)
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public PlayerBeforeSpawnEvent(IPlayerSession player, HumanoidCharacterProfile profile, string? jobId, bool lateJoin, EntityUid station)
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{
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Player = player;
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Profile = profile;
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@@ -455,7 +455,7 @@ namespace Content.Server.GameTicking
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public sealed class PlayerSpawnCompleteEvent : EntityEventArgs
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{
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public EntityUid Mob { get; }
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public ICommonSession Player { get; }
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public IPlayerSession Player { get; }
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public string? JobId { get; }
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public bool LateJoin { get; }
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public EntityUid Station { get; }
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@@ -464,7 +464,7 @@ namespace Content.Server.GameTicking
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// Ex. If this is the 27th person to join, this will be 27.
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public int JoinOrder { get; }
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public PlayerSpawnCompleteEvent(EntityUid mob, ICommonSession player, string? jobId, bool lateJoin, int joinOrder, EntityUid station, HumanoidCharacterProfile profile)
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public PlayerSpawnCompleteEvent(EntityUid mob, IPlayerSession player, string? jobId, bool lateJoin, int joinOrder, EntityUid station, HumanoidCharacterProfile profile)
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{
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Mob = mob;
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Player = player;
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Reference in New Issue
Block a user