Files
tbd-station-14/Content.Server/GameTicking/GameTicker.RoundFlow.cs
Fildrance 60ea135fd3 Revert "Added button and manager for in game bug reports (Part 1)" (#39872)
Revert "Added button and manager for in game bug reports (Part 1) (#35350)"

This reverts commit a8d6dbc324.
2025-08-28 01:46:24 -07:00

998 lines
35 KiB
C#

using System.Linq;
using System.Numerics;
using Content.Server.Announcements;
using Content.Server.Discord;
using Content.Server.GameTicking.Events;
using Content.Server.Maps;
using Content.Server.Roles;
using Content.Shared.CCVar;
using Content.Shared.Database;
using Content.Shared.GameTicking;
using Content.Shared.Mind;
using Content.Shared.Players;
using Content.Shared.Preferences;
using Content.Shared.Roles.Components;
using JetBrains.Annotations;
using Prometheus;
using Robust.Shared.Asynchronous;
using Robust.Shared.Audio;
using Robust.Shared.EntitySerialization;
using Robust.Shared.EntitySerialization.Systems;
using Robust.Shared.Map;
using Robust.Shared.Network;
using Robust.Shared.Player;
using Robust.Shared.Random;
using Robust.Shared.Utility;
namespace Content.Server.GameTicking
{
public sealed partial class GameTicker
{
[Dependency] private readonly DiscordWebhook _discord = default!;
[Dependency] private readonly RoleSystem _role = default!;
[Dependency] private readonly ITaskManager _taskManager = default!;
private static readonly Counter RoundNumberMetric = Metrics.CreateCounter(
"ss14_round_number",
"Round number.");
private static readonly Gauge RoundLengthMetric = Metrics.CreateGauge(
"ss14_round_length",
"Round length in seconds.");
#if EXCEPTION_TOLERANCE
[ViewVariables]
private int _roundStartFailCount = 0;
#endif
[ViewVariables]
private bool _startingRound;
[ViewVariables]
private GameRunLevel _runLevel;
private RoundEndMessageEvent.RoundEndPlayerInfo[]? _replayRoundPlayerInfo;
private string? _replayRoundText;
[ViewVariables]
public GameRunLevel RunLevel
{
get => _runLevel;
private set
{
// Game admins can run `restartroundnow` while still in-lobby, which'd break things with this check.
// if (_runLevel == value) return;
var old = _runLevel;
_runLevel = value;
RaiseLocalEvent(new GameRunLevelChangedEvent(old, value));
}
}
/// <summary>
/// Returns true if the round's map is eligible to be updated.
/// </summary>
/// <returns></returns>
public bool CanUpdateMap()
{
return RunLevel == GameRunLevel.PreRoundLobby &&
_roundStartTime - RoundPreloadTime > _gameTiming.CurTime;
}
/// <summary>
/// Loads all the maps for the given round.
/// </summary>
/// <remarks>
/// Must be called before the runlevel is set to InRound.
/// </remarks>
private void LoadMaps()
{
if (_map.MapExists(DefaultMap))
return;
AddGamePresetRules();
var maps = new List<GameMapPrototype>();
// the map might have been force-set by something
// (i.e. votemap or forcemap)
var mainStationMap = _gameMapManager.GetSelectedMap();
if (mainStationMap == null)
{
// otherwise set the map using the config rules
_gameMapManager.SelectMapByConfigRules();
mainStationMap = _gameMapManager.GetSelectedMap();
}
// Small chance the above could return no map.
// ideally SelectMapByConfigRules will always find a valid map
if (mainStationMap != null)
{
maps.Add(mainStationMap);
}
else
{
throw new Exception("invalid config; couldn't select a valid station map!");
}
if (CurrentPreset?.MapPool != null &&
_prototypeManager.TryIndex<GameMapPoolPrototype>(CurrentPreset.MapPool, out var pool) &&
!pool.Maps.Contains(mainStationMap.ID))
{
var msg = Loc.GetString("game-ticker-start-round-invalid-map",
("map", mainStationMap.MapName),
("mode", Loc.GetString(CurrentPreset.ModeTitle)));
Log.Debug(msg);
SendServerMessage(msg);
}
// Let game rules dictate what maps we should load.
RaiseLocalEvent(new LoadingMapsEvent(maps));
if (maps.Count == 0)
{
_map.CreateMap(out var mapId, runMapInit: false);
DefaultMap = mapId;
return;
}
for (var i = 0; i < maps.Count; i++)
{
LoadGameMap(maps[i], out var mapId);
DebugTools.Assert(!_map.IsInitialized(mapId));
if (i == 0)
DefaultMap = mapId;
}
}
public PreGameMapLoad RaisePreLoad(
GameMapPrototype proto,
DeserializationOptions? opts = null,
Vector2? offset = null,
Angle? rot = null)
{
offset ??= proto.MaxRandomOffset != 0f
? _robustRandom.NextVector2(proto.MaxRandomOffset)
: Vector2.Zero;
rot ??= proto.RandomRotation
? _robustRandom.NextAngle()
: Angle.Zero;
opts ??= DeserializationOptions.Default;
var ev = new PreGameMapLoad(proto, opts.Value, offset.Value, rot.Value);
RaiseLocalEvent(ev);
return ev;
}
/// <summary>
/// Loads a new map, allowing systems interested in it to handle loading events.
/// In the base game, this is required to be used if you want to load a station.
/// This does not initialze maps, unles specified via the <see cref="DeserializationOptions"/>.
/// </summary>
/// <remarks>
/// This is basically a wrapper around a <see cref="MapLoaderSystem"/> method that auto generate
/// some <see cref="MapLoadOptions"/> using information in a prototype, and raise some events to allow content
/// to modify the options and react to the map creation.
/// </remarks>
/// <param name="proto">Game map prototype to load in.</param>
/// <param name="mapId">The id of the map that was loaded.</param>
/// <param name="options">Entity loading options, including whether the maps should be initialized.</param>
/// <param name="stationName">Name to assign to the loaded station.</param>
/// <returns>All loaded entities and grids.</returns>
public IReadOnlyList<EntityUid> LoadGameMap(
GameMapPrototype proto,
out MapId mapId,
DeserializationOptions? options = null,
string? stationName = null,
Vector2? offset = null,
Angle? rot = null)
{
var ev = RaisePreLoad(proto, options, offset, rot);
if (ev.GameMap.IsGrid)
{
var mapUid = _map.CreateMap(out mapId, runMapInit: options?.InitializeMaps ?? false);
if (!_loader.TryLoadGrid(mapId,
ev.GameMap.MapPath,
out var grid,
ev.Options,
ev.Offset,
ev.Rotation))
{
throw new Exception($"Failed to load game-map grid {ev.GameMap.ID}");
}
_metaData.SetEntityName(mapUid, proto.MapName);
var g = new List<EntityUid> { grid.Value.Owner };
RaiseLocalEvent(new PostGameMapLoad(proto, mapId, g, stationName));
return g;
}
if (!_loader.TryLoadMap(ev.GameMap.MapPath,
out var map,
out var grids,
ev.Options,
ev.Offset,
ev.Rotation))
{
throw new Exception($"Failed to load game map {ev.GameMap.ID}");
}
mapId = map.Value.Comp.MapId;
_metaData.SetEntityName(map.Value.Owner, proto.MapName);
var gridUids = grids.Select(x => x.Owner).ToList();
RaiseLocalEvent(new PostGameMapLoad(proto, mapId, gridUids, stationName));
return gridUids;
}
/// <summary>
/// Variant of <see cref="LoadGameMap"/> that attempts to assign the provided <see cref="MapId"/> to the
/// loaded map.
/// </summary>
public IReadOnlyList<EntityUid> LoadGameMapWithId(
GameMapPrototype proto,
MapId mapId,
DeserializationOptions? opts = null,
string? stationName = null,
Vector2? offset = null,
Angle? rot = null)
{
var ev = RaisePreLoad(proto, opts, offset, rot);
if (ev.GameMap.IsGrid)
{
var mapUid = _map.CreateMap(mapId);
if (!_loader.TryLoadGrid(mapId,
ev.GameMap.MapPath,
out var grid,
ev.Options,
ev.Offset,
ev.Rotation))
{
throw new Exception($"Failed to load game-map grid {ev.GameMap.ID}");
}
_metaData.SetEntityName(mapUid, proto.MapName);
var g = new List<EntityUid> { grid.Value.Owner };
RaiseLocalEvent(new PostGameMapLoad(proto, mapId, g, stationName));
return g;
}
if (!_loader.TryLoadMapWithId(
mapId,
ev.GameMap.MapPath,
out var map,
out var grids,
ev.Options,
ev.Offset,
ev.Rotation))
{
throw new Exception($"Failed to load map");
}
_metaData.SetEntityName(map.Value.Owner, proto.MapName);
var gridUids = grids.Select(x => x.Owner).ToList();
RaiseLocalEvent(new PostGameMapLoad(proto, mapId, gridUids, stationName));
return gridUids;
}
/// <summary>
/// Variant of <see cref="LoadGameMap"/> that loads and then merges a game map onto an existing map.
/// </summary>
public IReadOnlyList<EntityUid> MergeGameMap(
GameMapPrototype proto,
MapId targetMap,
DeserializationOptions? opts = null,
string? stationName = null,
Vector2? offset = null,
Angle? rot = null)
{
// TODO MAP LOADING use a new event?
// This is quite different from the other methods, which will actually create a **new** map.
var ev = RaisePreLoad(proto, opts, offset, rot);
if (ev.GameMap.IsGrid)
{
if (!_loader.TryLoadGrid(targetMap,
ev.GameMap.MapPath,
out var grid,
ev.Options,
ev.Offset,
ev.Rotation))
{
throw new Exception($"Failed to load game-map grid {ev.GameMap.ID}");
}
var g = new List<EntityUid> { grid.Value.Owner };
// TODO MAP LOADING use a new event?
RaiseLocalEvent(new PostGameMapLoad(proto, targetMap, g, stationName));
return g;
}
if (!_loader.TryMergeMap(targetMap,
ev.GameMap.MapPath,
out var grids,
ev.Options,
ev.Offset,
ev.Rotation))
{
throw new Exception($"Failed to load map");
}
var gridUids = grids.Select(x => x.Owner).ToList();
// TODO MAP LOADING use a new event?
RaiseLocalEvent(new PostGameMapLoad(proto, targetMap, gridUids, stationName));
return gridUids;
}
public int ReadyPlayerCount()
{
var total = 0;
foreach (var (userId, status) in _playerGameStatuses)
{
if (LobbyEnabled && status == PlayerGameStatus.NotReadyToPlay)
continue;
if (!_playerManager.TryGetSessionById(userId, out _))
continue;
total++;
}
return total;
}
public void StartRound(bool force = false)
{
#if EXCEPTION_TOLERANCE
try
{
#endif
// If this game ticker is a dummy or the round is already being started, do nothing!
if (DummyTicker || _startingRound)
return;
_startingRound = true;
if (RoundId == 0)
IncrementRoundNumber();
ReplayStartRound();
DebugTools.Assert(RunLevel == GameRunLevel.PreRoundLobby);
_sawmill.Info("Starting round!");
SendServerMessage(Loc.GetString("game-ticker-start-round"));
var readyPlayers = new List<ICommonSession>();
var readyPlayerProfiles = new Dictionary<NetUserId, HumanoidCharacterProfile>();
var autoDeAdmin = _cfg.GetCVar(CCVars.AdminDeadminOnJoin);
foreach (var (userId, status) in _playerGameStatuses)
{
if (LobbyEnabled && status != PlayerGameStatus.ReadyToPlay) continue;
if (!_playerManager.TryGetSessionById(userId, out var session)) continue;
if (autoDeAdmin && _adminManager.IsAdmin(session))
{
_adminManager.DeAdmin(session);
}
#if DEBUG
DebugTools.Assert(_userDb.IsLoadComplete(session), $"Player was readied up but didn't have user DB data loaded yet??");
#endif
readyPlayers.Add(session);
HumanoidCharacterProfile profile;
if (_prefsManager.TryGetCachedPreferences(userId, out var preferences))
{
profile = (HumanoidCharacterProfile)preferences.SelectedCharacter;
}
else
{
profile = HumanoidCharacterProfile.Random();
}
readyPlayerProfiles.Add(userId, profile);
}
DebugTools.AssertEqual(readyPlayers.Count, ReadyPlayerCount());
// Just in case it hasn't been loaded previously we'll try loading it.
LoadMaps();
// map has been selected so update the lobby info text
// applies to players who didn't ready up
UpdateInfoText();
StartGamePresetRules();
RoundLengthMetric.Set(0);
var startingEvent = new RoundStartingEvent(RoundId);
RaiseLocalEvent(startingEvent);
var origReadyPlayers = readyPlayers.ToArray();
if (!StartPreset(origReadyPlayers, force))
{
_startingRound = false;
return;
}
// MapInitialize *before* spawning players, our codebase is too shit to do it afterwards...
_map.InitializeMap(DefaultMap);
SpawnPlayers(readyPlayers, readyPlayerProfiles, force);
_roundStartDateTime = DateTime.UtcNow;
RunLevel = GameRunLevel.InRound;
RoundStartTimeSpan = _gameTiming.CurTime;
SendStatusToAll();
ReqWindowAttentionAll();
UpdateLateJoinStatus();
AnnounceRound();
UpdateInfoText();
SendRoundStartedDiscordMessage();
#if EXCEPTION_TOLERANCE
}
catch (Exception e)
{
_roundStartFailCount++;
if (RoundStartFailShutdownCount > 0 && _roundStartFailCount >= RoundStartFailShutdownCount)
{
_sawmill.Fatal($"Failed to start a round {_roundStartFailCount} time(s) in a row... Shutting down!");
_runtimeLog.LogException(e, nameof(GameTicker));
_baseServer.Shutdown("Restarting server");
return;
}
_sawmill.Error($"Exception caught while trying to start the round! Restarting round...");
_runtimeLog.LogException(e, nameof(GameTicker));
_startingRound = false;
RestartRound();
return;
}
// Round started successfully! Reset counter...
_roundStartFailCount = 0;
#endif
_startingRound = false;
}
private void RefreshLateJoinAllowed()
{
var refresh = new RefreshLateJoinAllowedEvent();
RaiseLocalEvent(refresh);
DisallowLateJoin = refresh.DisallowLateJoin;
}
public void EndRound(string text = "")
{
// If this game ticker is a dummy, do nothing!
if (DummyTicker)
return;
DebugTools.Assert(RunLevel == GameRunLevel.InRound);
_sawmill.Info("Ending round!");
RunLevel = GameRunLevel.PostRound;
try
{
ShowRoundEndScoreboard(text);
}
catch (Exception e)
{
Log.Error($"Error while showing round end scoreboard: {e}");
}
try
{
SendRoundEndDiscordMessage();
}
catch (Exception e)
{
Log.Error($"Error while sending round end Discord message: {e}");
}
}
public void ShowRoundEndScoreboard(string text = "")
{
// Log end of round
_adminLogger.Add(LogType.EmergencyShuttle, LogImpact.High, $"Round ended, showing summary");
//Tell every client the round has ended.
var gamemodeTitle = CurrentPreset != null ? Loc.GetString(CurrentPreset.ModeTitle) : string.Empty;
// Let things add text here.
var textEv = new RoundEndTextAppendEvent();
RaiseLocalEvent(textEv);
var roundEndText = $"{text}\n{textEv.Text}";
//Get the timespan of the round.
var roundDuration = RoundDuration();
//Generate a list of basic player info to display in the end round summary.
var listOfPlayerInfo = new List<RoundEndMessageEvent.RoundEndPlayerInfo>();
// Grab the great big book of all the Minds, we'll need them for this.
var allMinds = EntityQueryEnumerator<MindComponent>();
var pvsOverride = _cfg.GetCVar(CCVars.RoundEndPVSOverrides);
while (allMinds.MoveNext(out var mindId, out var mind))
{
// TODO don't list redundant observer roles?
// I.e., if a player was an observer ghost, then a hamster ghost role, maybe just list hamster and not
// the observer role?
var userId = mind.UserId ?? mind.OriginalOwnerUserId;
var connected = false;
var observer = _role.MindHasRole<ObserverRoleComponent>(mindId);
// Continuing
if (userId != null && _playerManager.ValidSessionId(userId.Value))
{
connected = true;
}
ContentPlayerData? contentPlayerData = null;
if (userId != null && _playerManager.TryGetPlayerData(userId.Value, out var playerData))
{
contentPlayerData = playerData.ContentData();
}
// Finish
var antag = _roles.MindIsAntagonist(mindId);
var playerIcName = "Unknown";
if (mind.CharacterName != null)
playerIcName = mind.CharacterName;
else if (mind.CurrentEntity != null && TryName(mind.CurrentEntity.Value, out var icName))
playerIcName = icName;
if (TryGetEntity(mind.OriginalOwnedEntity, out var entity) && pvsOverride)
{
_pvsOverride.AddGlobalOverride(entity.Value);
}
var roles = _roles.MindGetAllRoleInfo(mindId);
var playerEndRoundInfo = new RoundEndMessageEvent.RoundEndPlayerInfo()
{
// Note that contentPlayerData?.Name sticks around after the player is disconnected.
// This is as opposed to ply?.Name which doesn't.
PlayerOOCName = contentPlayerData?.Name ?? "(IMPOSSIBLE: REGISTERED MIND WITH NO OWNER)",
// Character name takes precedence over current entity name
PlayerICName = playerIcName,
PlayerGuid = userId,
PlayerNetEntity = GetNetEntity(entity),
Role = antag
? roles.First(role => role.Antagonist).Name
: roles.FirstOrDefault().Name ?? Loc.GetString("game-ticker-unknown-role"),
Antag = antag,
JobPrototypes = roles.Where(role => !role.Antagonist).Select(role => role.Prototype).ToArray(),
AntagPrototypes = roles.Where(role => role.Antagonist).Select(role => role.Prototype).ToArray(),
Observer = observer,
Connected = connected
};
listOfPlayerInfo.Add(playerEndRoundInfo);
}
// This ordering mechanism isn't great (no ordering of minds) but functions
var listOfPlayerInfoFinal = listOfPlayerInfo.OrderBy(pi => pi.PlayerOOCName).ToArray();
var sound = RoundEndSoundCollection == null ? null : _audio.ResolveSound(new SoundCollectionSpecifier(RoundEndSoundCollection));
var roundEndMessageEvent = new RoundEndMessageEvent(
gamemodeTitle,
roundEndText,
roundDuration,
RoundId,
listOfPlayerInfoFinal.Length,
listOfPlayerInfoFinal,
sound
);
RaiseNetworkEvent(roundEndMessageEvent);
RaiseLocalEvent(roundEndMessageEvent);
_replayRoundPlayerInfo = listOfPlayerInfoFinal;
_replayRoundText = roundEndText;
}
private async void SendRoundEndDiscordMessage()
{
try
{
if (_webhookIdentifier == null)
return;
var duration = RoundDuration();
var content = Loc.GetString("discord-round-notifications-end",
("id", RoundId),
("hours", Math.Truncate(duration.TotalHours)),
("minutes", duration.Minutes),
("seconds", duration.Seconds));
var payload = new WebhookPayload { Content = content };
await _discord.CreateMessage(_webhookIdentifier.Value, payload);
if (DiscordRoundEndRole == null)
return;
content = Loc.GetString("discord-round-notifications-end-ping", ("roleId", DiscordRoundEndRole));
payload = new WebhookPayload { Content = content };
payload.AllowedMentions.AllowRoleMentions();
await _discord.CreateMessage(_webhookIdentifier.Value, payload);
}
catch (Exception e)
{
Log.Error($"Error while sending discord round end message:\n{e}");
}
}
public void RestartRound()
{
// If this game ticker is a dummy, do nothing!
if (DummyTicker)
return;
ReplayEndRound();
// Handle restart for server update
if (_serverUpdates.RoundEnded())
return;
// Check if the GamePreset needs to be reset
TryResetPreset();
_sawmill.Info("Restarting round!");
SendServerMessage(Loc.GetString("game-ticker-restart-round"));
RoundNumberMetric.Inc();
PlayersJoinedRoundNormally = 0;
RunLevel = GameRunLevel.PreRoundLobby;
RandomizeLobbyBackground();
ResettingCleanup();
IncrementRoundNumber();
SendRoundStartingDiscordMessage();
if (!LobbyEnabled)
{
StartRound();
}
else
{
if (_playerManager.PlayerCount == 0)
_roundStartCountdownHasNotStartedYetDueToNoPlayers = true;
else
_roundStartTime = _gameTiming.CurTime + LobbyDuration;
SendStatusToAll();
UpdateInfoText();
ReqWindowAttentionAll();
}
}
private async void SendRoundStartingDiscordMessage()
{
try
{
if (_webhookIdentifier == null)
return;
var content = Loc.GetString("discord-round-notifications-new");
var payload = new WebhookPayload { Content = content };
await _discord.CreateMessage(_webhookIdentifier.Value, payload);
}
catch (Exception e)
{
Log.Error($"Error while sending discord round starting message:\n{e}");
}
}
/// <summary>
/// Cleanup that has to run to clear up anything from the previous round.
/// Stuff like wiping the previous map clean.
/// </summary>
private void ResettingCleanup()
{
// Move everybody currently in the server to lobby.
foreach (var player in _playerManager.Sessions)
{
PlayerJoinLobby(player);
}
// Round restart cleanup event, so entity systems can reset.
var ev = new RoundRestartCleanupEvent();
RaiseLocalEvent(ev);
// So clients' entity systems can clean up too...
RaiseNetworkEvent(ev);
EntityManager.FlushEntities();
_mapManager.Restart();
_banManager.Restart();
_gameMapManager.ClearSelectedMap();
// Clear up any game rules.
ClearGameRules();
CurrentPreset = null;
_allPreviousGameRules.Clear();
DisallowLateJoin = false;
_playerGameStatuses.Clear();
foreach (var session in _playerManager.Sessions)
{
_playerGameStatuses[session.UserId] = LobbyEnabled ? PlayerGameStatus.NotReadyToPlay : PlayerGameStatus.ReadyToPlay;
}
}
public bool DelayStart(TimeSpan time)
{
if (_runLevel != GameRunLevel.PreRoundLobby)
{
return false;
}
_roundStartTime += time;
RaiseNetworkEvent(new TickerLobbyCountdownEvent(_roundStartTime, Paused));
_chatManager.DispatchServerAnnouncement(Loc.GetString("game-ticker-delay-start", ("seconds", time.TotalSeconds)));
return true;
}
private void UpdateRoundFlow(float frameTime)
{
if (RunLevel == GameRunLevel.InRound)
{
RoundLengthMetric.Inc(frameTime);
}
if (_roundStartTime == TimeSpan.Zero ||
RunLevel != GameRunLevel.PreRoundLobby ||
Paused ||
_roundStartTime - RoundPreloadTime > _gameTiming.CurTime ||
_roundStartCountdownHasNotStartedYetDueToNoPlayers)
{
return;
}
if (_roundStartTime < _gameTiming.CurTime)
{
StartRound();
}
// Preload maps so we can start faster
else if (_roundStartTime - RoundPreloadTime < _gameTiming.CurTime)
{
LoadMaps();
}
}
private void AnnounceRound()
{
if (CurrentPreset == null) return;
var options = _prototypeManager.EnumeratePrototypes<RoundAnnouncementPrototype>().ToList();
if (options.Count == 0)
return;
var proto = _robustRandom.Pick(options);
if (proto.Message != null)
_chatSystem.DispatchGlobalAnnouncement(Loc.GetString(proto.Message), playSound: true);
if (proto.Sound != null)
_audio.PlayGlobal(proto.Sound, Filter.Broadcast(), true);
}
private async void SendRoundStartedDiscordMessage()
{
try
{
if (_webhookIdentifier == null)
return;
var mapName = _gameMapManager.GetSelectedMap()?.MapName ?? Loc.GetString("discord-round-notifications-unknown-map");
var content = Loc.GetString("discord-round-notifications-started", ("id", RoundId), ("map", mapName));
var payload = new WebhookPayload { Content = content };
await _discord.CreateMessage(_webhookIdentifier.Value, payload);
}
catch (Exception e)
{
Log.Error($"Error while sending discord round start message:\n{e}");
}
}
}
public enum GameRunLevel
{
PreRoundLobby = 0,
InRound = 1,
PostRound = 2
}
public sealed class GameRunLevelChangedEvent
{
public GameRunLevel Old { get; }
public GameRunLevel New { get; }
public GameRunLevelChangedEvent(GameRunLevel old, GameRunLevel @new)
{
Old = old;
New = @new;
}
}
/// <summary>
/// Event raised before maps are loaded in pre-round setup.
/// Contains a list of game map prototypes to load; modify it if you want to load different maps,
/// for example as part of a game rule.
/// </summary>
[PublicAPI]
public sealed class LoadingMapsEvent : EntityEventArgs
{
public List<GameMapPrototype> Maps;
public LoadingMapsEvent(List<GameMapPrototype> maps)
{
Maps = maps;
}
}
/// <summary>
/// Event raised before the game loads a given map.
/// This event is mutable, and load options should be tweaked if necessary.
/// </summary>
/// <remarks>
/// You likely want to subscribe to this after StationSystem.
/// </remarks>
[PublicAPI]
public sealed class PreGameMapLoad(GameMapPrototype gameMap, DeserializationOptions options, Vector2 offset, Angle rotation) : EntityEventArgs
{
public readonly GameMapPrototype GameMap = gameMap;
public DeserializationOptions Options = options;
public Vector2 Offset = offset;
public Angle Rotation = rotation;
}
/// <summary>
/// Event raised after the game loads a given map.
/// </summary>
/// <remarks>
/// You likely want to subscribe to this after StationSystem.
/// </remarks>
[PublicAPI]
public sealed class PostGameMapLoad : EntityEventArgs
{
public readonly GameMapPrototype GameMap;
public readonly MapId Map;
public readonly IReadOnlyList<EntityUid> Grids;
public readonly string? StationName;
public PostGameMapLoad(GameMapPrototype gameMap, MapId map, IReadOnlyList<EntityUid> grids, string? stationName)
{
GameMap = gameMap;
Map = map;
Grids = grids;
StationName = stationName;
}
}
/// <summary>
/// Event raised to refresh the late join status.
/// If you want to disallow late joins, listen to this and call Disallow.
/// </summary>
public sealed class RefreshLateJoinAllowedEvent
{
public bool DisallowLateJoin { get; private set; } = false;
public void Disallow()
{
DisallowLateJoin = true;
}
}
/// <summary>
/// Attempt event raised on round start.
/// This can be listened to by GameRule systems to cancel round start if some condition is not met, like player count.
/// </summary>
public sealed class RoundStartAttemptEvent : CancellableEntityEventArgs
{
public ICommonSession[] Players { get; }
public bool Forced { get; }
public RoundStartAttemptEvent(ICommonSession[] players, bool forced)
{
Players = players;
Forced = forced;
}
}
/// <summary>
/// Event raised before readied up players are spawned and given jobs by the GameTicker.
/// You can use this to spawn people off-station, like in the case of nuke ops or wizard.
/// Remove the players you spawned from the PlayerPool and call <see cref="GameTicker.PlayerJoinGame"/> on them.
/// </summary>
public sealed class RulePlayerSpawningEvent
{
/// <summary>
/// Pool of players to be spawned.
/// If you want to handle a specific player being spawned, remove it from this list and do what you need.
/// </summary>
/// <remarks>If you spawn a player by yourself from this event, don't forget to call <see cref="GameTicker.PlayerJoinGame"/> on them.</remarks>
public List<ICommonSession> PlayerPool { get; }
public IReadOnlyDictionary<NetUserId, HumanoidCharacterProfile> Profiles { get; }
public bool Forced { get; }
public RulePlayerSpawningEvent(List<ICommonSession> playerPool, IReadOnlyDictionary<NetUserId, HumanoidCharacterProfile> profiles, bool forced)
{
PlayerPool = playerPool;
Profiles = profiles;
Forced = forced;
}
}
/// <summary>
/// Event raised after players were assigned jobs by the GameTicker and have been spawned in.
/// You can give on-station people special roles by listening to this event.
/// </summary>
public sealed class RulePlayerJobsAssignedEvent
{
public ICommonSession[] Players { get; }
public IReadOnlyDictionary<NetUserId, HumanoidCharacterProfile> Profiles { get; }
public bool Forced { get; }
public RulePlayerJobsAssignedEvent(ICommonSession[] players, IReadOnlyDictionary<NetUserId, HumanoidCharacterProfile> profiles, bool forced)
{
Players = players;
Profiles = profiles;
Forced = forced;
}
}
/// <summary>
/// Event raised to allow subscribers to add text to the round end summary screen.
/// </summary>
public sealed class RoundEndTextAppendEvent
{
private bool _doNewLine;
/// <summary>
/// Text to display in the round end summary screen.
/// </summary>
public string Text { get; private set; } = string.Empty;
/// <summary>
/// Invoke this method to add text to the round end summary screen.
/// </summary>
/// <param name="text"></param>
public void AddLine(string text)
{
if (_doNewLine)
Text += "\n";
Text += text;
_doNewLine = true;
}
}
}