using Robust.Shared.Network; using Robust.Shared.Serialization; using Robust.Shared.Utility; namespace Content.Shared.GameTicking { public abstract class SharedGameTicker : EntitySystem { // See ideally these would be pulled from the job definition or something. // But this is easier, and at least it isn't hardcoded. //TODO: Move these, they really belong in StationJobsSystem or a cvar. public const string FallbackOverflowJob = "Passenger"; public const string FallbackOverflowJobName = "job-name-passenger"; } [Serializable, NetSerializable] public sealed class TickerJoinLobbyEvent : EntityEventArgs { } [Serializable, NetSerializable] public sealed class TickerJoinGameEvent : EntityEventArgs { } [Serializable, NetSerializable] public sealed class TickerLateJoinStatusEvent : EntityEventArgs { // TODO: Make this a replicated CVar, honestly. public bool Disallowed { get; } public TickerLateJoinStatusEvent(bool disallowed) { Disallowed = disallowed; } } [Serializable, NetSerializable] public sealed class TickerLobbyStatusEvent : EntityEventArgs { public bool IsRoundStarted { get; } public string? LobbySong { get; } public string? LobbyBackground { get; } public bool YouAreReady { get; } // UTC. public TimeSpan StartTime { get; } public TimeSpan RoundStartTimeSpan { get; } public bool Paused { get; } public TickerLobbyStatusEvent(bool isRoundStarted, string? lobbySong, string? lobbyBackground, bool youAreReady, TimeSpan startTime, TimeSpan roundStartTimeSpan, bool paused) { IsRoundStarted = isRoundStarted; LobbySong = lobbySong; LobbyBackground = lobbyBackground; YouAreReady = youAreReady; StartTime = startTime; RoundStartTimeSpan = roundStartTimeSpan; Paused = paused; } } [Serializable, NetSerializable] public sealed class TickerLobbyInfoEvent : EntityEventArgs { public string TextBlob { get; } public TickerLobbyInfoEvent(string textBlob) { TextBlob = textBlob; } } [Serializable, NetSerializable] public sealed class TickerLobbyCountdownEvent : EntityEventArgs { /// /// The game time that the game will start at. /// public TimeSpan StartTime { get; } /// /// Whether or not the countdown is paused /// public bool Paused { get; } public TickerLobbyCountdownEvent(TimeSpan startTime, bool paused) { StartTime = startTime; Paused = paused; } } [Serializable, NetSerializable] public sealed class TickerLobbyReadyEvent : EntityEventArgs { /// /// The Status of the Player in the lobby (ready, observer, ...) /// public Dictionary Status { get; } public TickerLobbyReadyEvent(Dictionary status) { Status = status; } } [Serializable, NetSerializable] public sealed class TickerJobsAvailableEvent : EntityEventArgs { /// /// The Status of the Player in the lobby (ready, observer, ...) /// public Dictionary> JobsAvailableByStation { get; } public Dictionary StationNames { get; } public TickerJobsAvailableEvent(Dictionary stationNames, Dictionary> jobsAvailableByStation) { StationNames = stationNames; JobsAvailableByStation = jobsAvailableByStation; } } [Serializable, NetSerializable] public sealed class RoundEndMessageEvent : EntityEventArgs { [Serializable, NetSerializable] public struct RoundEndPlayerInfo { public string PlayerOOCName; public string? PlayerICName; public string Role; public EntityUid? PlayerEntityUid; public bool Antag; public bool Observer; public bool Connected; } public string GamemodeTitle { get; } public string RoundEndText { get; } public TimeSpan RoundDuration { get; } public int RoundId { get; } public int PlayerCount { get; } public RoundEndPlayerInfo[] AllPlayersEndInfo { get; } public string? LobbySong; public string? RestartSound; public RoundEndMessageEvent( string gamemodeTitle, string roundEndText, TimeSpan roundDuration, int roundId, int playerCount, RoundEndPlayerInfo[] allPlayersEndInfo, string? lobbySong, string? restartSound) { GamemodeTitle = gamemodeTitle; RoundEndText = roundEndText; RoundDuration = roundDuration; RoundId = roundId; PlayerCount = playerCount; AllPlayersEndInfo = allPlayersEndInfo; LobbySong = lobbySong; RestartSound = restartSound; } } [Serializable, NetSerializable] public enum LobbyPlayerStatus : sbyte { NotReady = 0, Ready, Observer, } }