119 lines
4.7 KiB
C#
119 lines
4.7 KiB
C#
using Content.Server.Administration.Logs;
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using Content.Server.Chat.Systems;
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using Content.Server.GameTicking;
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using Content.Server.GameTicking.Rules;
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using Content.Server.Station.Systems;
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using Content.Server.StationEvents.Components;
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using Content.Shared.Database;
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using Content.Shared.GameTicking.Components;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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namespace Content.Server.StationEvents.Events;
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/// <summary>
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/// An abstract entity system inherited by all station events for their behavior.
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/// </summary>
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public abstract class StationEventSystem<T> : GameRuleSystem<T> where T : IComponent
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{
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[Dependency] protected readonly IAdminLogManager AdminLogManager = default!;
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[Dependency] protected readonly IPrototypeManager PrototypeManager = default!;
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[Dependency] protected readonly ChatSystem ChatSystem = default!;
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[Dependency] protected readonly SharedAudioSystem Audio = default!;
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[Dependency] protected readonly StationSystem StationSystem = default!;
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protected ISawmill Sawmill = default!;
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public override void Initialize()
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{
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base.Initialize();
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Sawmill = Logger.GetSawmill("stationevents");
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}
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/// <inheritdoc/>
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protected override void Added(EntityUid uid, T component, GameRuleComponent gameRule, GameRuleAddedEvent args)
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{
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base.Added(uid, component, gameRule, args);
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if (!TryComp<StationEventComponent>(uid, out var stationEvent))
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return;
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AdminLogManager.Add(LogType.EventAnnounced, $"Event added / announced: {ToPrettyString(uid)}");
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// we don't want to send to players who aren't in game (i.e. in the lobby)
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Filter allPlayersInGame = Filter.Empty().AddWhere(GameTicker.UserHasJoinedGame);
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if (stationEvent.StartAnnouncement != null)
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ChatSystem.DispatchFilteredAnnouncement(allPlayersInGame, Loc.GetString(stationEvent.StartAnnouncement), playSound: false, colorOverride: stationEvent.StartAnnouncementColor);
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Audio.PlayGlobal(stationEvent.StartAudio, allPlayersInGame, true);
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}
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/// <inheritdoc/>
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protected override void Started(EntityUid uid, T component, GameRuleComponent gameRule, GameRuleStartedEvent args)
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{
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base.Started(uid, component, gameRule, args);
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if (!TryComp<StationEventComponent>(uid, out var stationEvent))
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return;
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AdminLogManager.Add(LogType.EventStarted, LogImpact.High, $"Event started: {ToPrettyString(uid)}");
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if (stationEvent.Duration != null)
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{
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var duration = stationEvent.MaxDuration == null
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? stationEvent.Duration
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: TimeSpan.FromSeconds(RobustRandom.NextDouble(stationEvent.Duration.Value.TotalSeconds,
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stationEvent.MaxDuration.Value.TotalSeconds));
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stationEvent.EndTime = Timing.CurTime + duration;
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}
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}
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/// <inheritdoc/>
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protected override void Ended(EntityUid uid, T component, GameRuleComponent gameRule, GameRuleEndedEvent args)
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{
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base.Ended(uid, component, gameRule, args);
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if (!TryComp<StationEventComponent>(uid, out var stationEvent))
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return;
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AdminLogManager.Add(LogType.EventStopped, $"Event ended: {ToPrettyString(uid)}");
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// we don't want to send to players who aren't in game (i.e. in the lobby)
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Filter allPlayersInGame = Filter.Empty().AddWhere(GameTicker.UserHasJoinedGame);
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if (stationEvent.EndAnnouncement != null)
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ChatSystem.DispatchFilteredAnnouncement(allPlayersInGame, Loc.GetString(stationEvent.EndAnnouncement), playSound: false, colorOverride: stationEvent.EndAnnouncementColor);
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Audio.PlayGlobal(stationEvent.EndAudio, allPlayersInGame, true);
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}
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/// <summary>
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/// Called every tick when this event is running.
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/// Events are responsible for their own lifetime, so this handles starting and ending after time.
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/// </summary>
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/// <inheritdoc/>
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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var query = EntityQueryEnumerator<StationEventComponent, GameRuleComponent>();
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while (query.MoveNext(out var uid, out var stationEvent, out var ruleData))
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{
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if (!GameTicker.IsGameRuleAdded(uid, ruleData))
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continue;
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if (!GameTicker.IsGameRuleActive(uid, ruleData) && !HasComp<DelayedStartRuleComponent>(uid))
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{
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GameTicker.StartGameRule(uid, ruleData);
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}
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else if (stationEvent.EndTime != null && Timing.CurTime >= stationEvent.EndTime && GameTicker.IsGameRuleActive(uid, ruleData))
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{
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GameTicker.EndGameRule(uid, ruleData);
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}
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}
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}
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}
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