There's also the existing events command as well that's separate. I think there's value in having both? (Where mods can turn it on and off but not change the default?)
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
* initial commit
* I have to switch to master
* oops
* i need to merge master
* finishing touches
* updating submodule
* bye
Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
* Random events cannot run in lobby and round ending forces events to end.
* Thanks p4merge
* Get rid of unused
* Apply suggestions from code review
Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
* Station event system
Adds 2 basic events: (Power) GridCheck and RadiationStorm (based on the goonstation version).
The system itself to choose events is based on tgstation's implementation.
This also adds the event command that can be run to force specific events.
There's still some other TODO items for these to be complete, to my knowledge:
1. There's no worldspace DrawCircle method (though the radstorm could look a lot nicer with a shader).
2. The PlayGlobal power_off / power_on audio seems to cut out halfway-through
3. (I think this is a known issue) lights still emit light until you get closer in a gridcheck so PVS range might need bumping.
* Invariants for event names
* Fix random event shutdown
* Mix stereo announcements to mono
* Address feedback
* Remove redundant client system and use the overlay component instead
* Drop the server prefix
* Fix radiation overlay enum
* use entityquery instead
* zum's feedback
* Use EntityQuery
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>