Revert "Gamerule Entities" (#15724)

This commit is contained in:
metalgearsloth
2023-04-24 16:21:05 +10:00
committed by GitHub
parent 39cc02b8f9
commit d3552dae00
124 changed files with 4328 additions and 3083 deletions

View File

@@ -1,5 +1,5 @@
using Content.Server.Chat.Managers;
using Content.Server.GameTicking.Rules.Components;
using Content.Server.GameTicking.Rules.Configurations;
using Content.Shared.CCVar;
using Content.Shared.Damage;
using Content.Shared.Mobs.Components;
@@ -11,42 +11,44 @@ using Robust.Shared.Enums;
namespace Content.Server.GameTicking.Rules;
/// <summary>
/// Manages <see cref="DeathMatchRuleComponent"/>
/// Simple GameRule that will do a free-for-all death match.
/// Kill everybody else to win.
/// </summary>
public sealed class DeathMatchRuleSystem : GameRuleSystem<DeathMatchRuleComponent>
public sealed class DeathMatchRuleSystem : GameRuleSystem
{
public override string Prototype => "DeathMatch";
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IChatManager _chatManager = default!;
[Dependency] private readonly MobStateSystem _mobStateSystem = default!;
[Dependency] private readonly IConfigurationManager _cfg = default!;
private const float RestartDelay = 10f;
private const float DeadCheckDelay = 5f;
private float? _deadCheckTimer = null;
private float? _restartTimer = null;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<DamageChangedEvent>(OnHealthChanged);
_playerManager.PlayerStatusChanged += OnPlayerStatusChanged;
}
public override void Shutdown()
{
base.Shutdown();
_playerManager.PlayerStatusChanged -= OnPlayerStatusChanged;
}
protected override void Started(EntityUid uid, DeathMatchRuleComponent component, GameRuleComponent gameRule, GameRuleStartedEvent args)
public override void Started()
{
_chatManager.DispatchServerAnnouncement(Loc.GetString("rule-death-match-added-announcement"));
_playerManager.PlayerStatusChanged += OnPlayerStatusChanged;
}
protected override void Ended(EntityUid uid, DeathMatchRuleComponent component, GameRuleComponent gameRule, GameRuleEndedEvent args)
public override void Ended()
{
base.Ended(uid, component, gameRule, args);
component.DeadCheckTimer = null;
component.RestartTimer = null;
_deadCheckTimer = null;
_restartTimer = null;
_playerManager.PlayerStatusChanged -= OnPlayerStatusChanged;
}
private void OnHealthChanged(DamageChangedEvent _)
@@ -54,7 +56,7 @@ public sealed class DeathMatchRuleSystem : GameRuleSystem<DeathMatchRuleComponen
RunDelayedCheck();
}
private void OnPlayerStatusChanged(object? ojb, SessionStatusEventArgs e)
private void OnPlayerStatusChanged(object? _, SessionStatusEventArgs e)
{
if (e.NewStatus == SessionStatus.Disconnected)
{
@@ -64,27 +66,24 @@ public sealed class DeathMatchRuleSystem : GameRuleSystem<DeathMatchRuleComponen
private void RunDelayedCheck()
{
var query = EntityQueryEnumerator<DeathMatchRuleComponent, GameRuleComponent>();
while (query.MoveNext(out var uid, out var deathMatch, out var gameRule))
{
if (!GameTicker.IsGameRuleActive(uid, gameRule) || deathMatch.DeadCheckTimer != null)
continue;
if (!RuleAdded || _deadCheckTimer != null)
return;
deathMatch.DeadCheckTimer = deathMatch.DeadCheckDelay;
}
_deadCheckTimer = DeadCheckDelay;
}
protected override void ActiveTick(EntityUid uid, DeathMatchRuleComponent component, GameRuleComponent gameRule, float frameTime)
public override void Update(float frameTime)
{
base.ActiveTick(uid, component, gameRule, frameTime);
if (!RuleAdded)
return;
// If the restart timer is active, that means the round is ending soon, no need to check for winners.
// TODO: We probably want a sane, centralized round end thingie in GameTicker, RoundEndSystem is no good...
if (component.RestartTimer != null)
if (_restartTimer != null)
{
component.RestartTimer -= frameTime;
_restartTimer -= frameTime;
if (component.RestartTimer > 0f)
if (_restartTimer > 0f)
return;
GameTicker.EndRound();
@@ -92,20 +91,20 @@ public sealed class DeathMatchRuleSystem : GameRuleSystem<DeathMatchRuleComponen
return;
}
if (!_cfg.GetCVar(CCVars.GameLobbyEnableWin) || component.DeadCheckTimer == null)
if (!_cfg.GetCVar(CCVars.GameLobbyEnableWin) || _deadCheckTimer == null)
return;
component.DeadCheckTimer -= frameTime;
_deadCheckTimer -= frameTime;
if (component.DeadCheckTimer > 0)
if (_deadCheckTimer > 0)
return;
component.DeadCheckTimer = null;
_deadCheckTimer = null;
IPlayerSession? winner = null;
foreach (var playerSession in _playerManager.ServerSessions)
{
if (playerSession.AttachedEntity is not { Valid: true } playerEntity
if (playerSession.AttachedEntity is not {Valid: true} playerEntity
|| !TryComp(playerEntity, out MobStateComponent? state))
continue;
@@ -121,10 +120,9 @@ public sealed class DeathMatchRuleSystem : GameRuleSystem<DeathMatchRuleComponen
_chatManager.DispatchServerAnnouncement(winner == null
? Loc.GetString("rule-death-match-check-winner-stalemate")
: Loc.GetString("rule-death-match-check-winner", ("winner", winner)));
: Loc.GetString("rule-death-match-check-winner",("winner", winner)));
_chatManager.DispatchServerAnnouncement(Loc.GetString("rule-restarting-in-seconds",
("seconds", component.RestartDelay)));
component.RestartTimer = component.RestartDelay;
_chatManager.DispatchServerAnnouncement(Loc.GetString("rule-restarting-in-seconds", ("seconds", RestartDelay)));
_restartTimer = RestartDelay;
}
}