using System;
using System.Collections.Generic;
using Content.Server.GameTicking;
using Content.Shared.Roles;
using Robust.Server.Interfaces.Player;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Map;
using Robust.Shared.Timing;
namespace Content.Server.Interfaces.GameTicking
{
///
/// The game ticker is responsible for managing the round-by-round system of the game.
///
public interface IGameTicker
{
GameRunLevel RunLevel { get; }
///
/// The map loaded by the GameTicker on round start.
///
MapId DefaultMap { get; }
///
/// The GridId loaded by the GameTicker on round start.
///
GridId DefaultGridId { get; }
event Action OnRunLevelChanged;
event Action OnRuleAdded;
void Initialize();
void Update(FrameEventArgs frameEventArgs);
void RestartRound();
void StartRound(bool force = false);
void EndRound(string roundEndText = "");
void Respawn(IPlayerSession targetPlayer);
void MakeObserve(IPlayerSession player);
void MakeJoinGame(IPlayerSession player, string jobId);
void ToggleReady(IPlayerSession player, bool ready);
void ToggleDisallowLateJoin(bool disallowLateJoin);
EntityCoordinates GetLateJoinSpawnPoint();
EntityCoordinates GetJobSpawnPoint(string jobId);
EntityCoordinates GetObserverSpawnPoint();
void EquipStartingGear(IEntity entity, StartingGearPrototype startingGear);
// GameRule system.
T AddGameRule() where T : GameRule, new();
bool HasGameRule(Type type);
void RemoveGameRule(GameRule rule);
IEnumerable ActiveGameRules { get; }
bool TryGetPreset(string name, out Type type);
void SetStartPreset(Type type, bool force = false);
void SetStartPreset(string name, bool force = false);
/// true if changed, false otherwise
bool PauseStart(bool pause = true);
/// true if paused, false otherwise
bool TogglePause();
bool DelayStart(TimeSpan time);
Dictionary GetAvailablePositions();
}
}