817 lines
28 KiB
C#
817 lines
28 KiB
C#
using System.Linq;
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using Content.Server.Announcements;
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using Content.Server.Discord;
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using Content.Server.GameTicking.Events;
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using Content.Server.Ghost;
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using Content.Server.Maps;
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using Content.Shared.Database;
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using Content.Shared.GameTicking;
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using Content.Shared.Mind;
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using Content.Shared.Players;
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using Content.Shared.Preferences;
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using JetBrains.Annotations;
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using Prometheus;
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using Robust.Server.Maps;
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using Robust.Server.Player;
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using Robust.Shared.Asynchronous;
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using Robust.Shared.Audio;
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using Robust.Shared.Map;
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using Robust.Shared.Network;
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using Robust.Shared.Player;
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using Robust.Shared.Random;
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using Robust.Shared.Utility;
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namespace Content.Server.GameTicking
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{
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public sealed partial class GameTicker
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{
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[Dependency] private readonly DiscordWebhook _discord = default!;
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[Dependency] private readonly ITaskManager _taskManager = default!;
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private static readonly Counter RoundNumberMetric = Metrics.CreateCounter(
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"ss14_round_number",
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"Round number.");
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private static readonly Gauge RoundLengthMetric = Metrics.CreateGauge(
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"ss14_round_length",
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"Round length in seconds.");
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#if EXCEPTION_TOLERANCE
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[ViewVariables]
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private int _roundStartFailCount = 0;
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#endif
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[ViewVariables]
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private TimeSpan _roundStartTimeSpan;
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[ViewVariables]
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private bool _startingRound;
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[ViewVariables]
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private GameRunLevel _runLevel;
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[ViewVariables]
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public GameRunLevel RunLevel
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{
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get => _runLevel;
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private set
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{
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// Game admins can run `restartroundnow` while still in-lobby, which'd break things with this check.
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// if (_runLevel == value) return;
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var old = _runLevel;
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_runLevel = value;
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RaiseLocalEvent(new GameRunLevelChangedEvent(old, value));
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}
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}
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/// <summary>
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/// Returns true if the round's map is eligible to be updated.
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/// </summary>
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/// <returns></returns>
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public bool CanUpdateMap()
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{
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return RunLevel == GameRunLevel.PreRoundLobby &&
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_roundStartTime - RoundPreloadTime > _gameTiming.CurTime;
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}
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/// <summary>
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/// Loads all the maps for the given round.
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/// </summary>
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/// <remarks>
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/// Must be called before the runlevel is set to InRound.
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/// </remarks>
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private void LoadMaps()
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{
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if (_mapManager.MapExists(DefaultMap))
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return;
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AddGamePresetRules();
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DefaultMap = _mapManager.CreateMap();
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_mapManager.AddUninitializedMap(DefaultMap);
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var maps = new List<GameMapPrototype>();
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// the map might have been force-set by something
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// (i.e. votemap or forcemap)
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var mainStationMap = _gameMapManager.GetSelectedMap();
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if (mainStationMap == null)
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{
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// otherwise set the map using the config rules
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_gameMapManager.SelectMapByConfigRules();
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mainStationMap = _gameMapManager.GetSelectedMap();
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}
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// Small chance the above could return no map.
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// ideally SelectMapByConfigRules will always find a valid map
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if (mainStationMap != null)
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{
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maps.Add(mainStationMap);
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}
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else
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{
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throw new Exception("invalid config; couldn't select a valid station map!");
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}
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if (CurrentPreset?.MapPool != null &&
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_prototypeManager.TryIndex<GameMapPoolPrototype>(CurrentPreset.MapPool, out var pool) &&
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!pool.Maps.Contains(mainStationMap.ID))
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{
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var msg = Loc.GetString("game-ticker-start-round-invalid-map",
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("map", mainStationMap.MapName),
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("mode", Loc.GetString(CurrentPreset.ModeTitle)));
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Log.Debug(msg);
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SendServerMessage(msg);
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}
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// Let game rules dictate what maps we should load.
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RaiseLocalEvent(new LoadingMapsEvent(maps));
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foreach (var map in maps)
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{
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var toLoad = DefaultMap;
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if (maps[0] != map)
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{
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// Create other maps for the others since we need to.
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toLoad = _mapManager.CreateMap();
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_mapManager.AddUninitializedMap(toLoad);
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}
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LoadGameMap(map, toLoad, null);
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}
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}
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/// <summary>
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/// Loads a new map, allowing systems interested in it to handle loading events.
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/// In the base game, this is required to be used if you want to load a station.
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/// </summary>
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/// <param name="map">Game map prototype to load in.</param>
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/// <param name="targetMapId">Map to load into.</param>
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/// <param name="loadOptions">Map loading options, includes offset.</param>
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/// <param name="stationName">Name to assign to the loaded station.</param>
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/// <returns>All loaded entities and grids.</returns>
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public IReadOnlyList<EntityUid> LoadGameMap(GameMapPrototype map, MapId targetMapId, MapLoadOptions? loadOptions, string? stationName = null)
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{
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// Okay I specifically didn't set LoadMap here because this is typically called onto a new map.
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// whereas the command can also be used on an existing map.
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var loadOpts = loadOptions ?? new MapLoadOptions();
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var ev = new PreGameMapLoad(targetMapId, map, loadOpts);
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RaiseLocalEvent(ev);
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var gridIds = _map.LoadMap(targetMapId, ev.GameMap.MapPath.ToString(), ev.Options);
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var gridUids = gridIds.ToList();
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RaiseLocalEvent(new PostGameMapLoad(map, targetMapId, gridUids, stationName));
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return gridUids;
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}
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public void StartRound(bool force = false)
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{
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#if EXCEPTION_TOLERANCE
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try
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{
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#endif
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// If this game ticker is a dummy or the round is already being started, do nothing!
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if (DummyTicker || _startingRound)
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return;
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_startingRound = true;
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if (RoundId == 0)
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IncrementRoundNumber();
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ReplayStartRound();
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DebugTools.Assert(RunLevel == GameRunLevel.PreRoundLobby);
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_sawmill.Info("Starting round!");
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SendServerMessage(Loc.GetString("game-ticker-start-round"));
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// Just in case it hasn't been loaded previously we'll try loading it.
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LoadMaps();
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// map has been selected so update the lobby info text
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// applies to players who didn't ready up
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UpdateInfoText();
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StartGamePresetRules();
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RoundLengthMetric.Set(0);
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var startingEvent = new RoundStartingEvent(RoundId);
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RaiseLocalEvent(startingEvent);
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var readyPlayers = new List<IPlayerSession>();
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var readyPlayerProfiles = new Dictionary<NetUserId, HumanoidCharacterProfile>();
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foreach (var (userId, status) in _playerGameStatuses)
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{
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if (LobbyEnabled && status != PlayerGameStatus.ReadyToPlay) continue;
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if (!_playerManager.TryGetSessionById(userId, out var session)) continue;
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#if DEBUG
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DebugTools.Assert(_userDb.IsLoadComplete(session), $"Player was readied up but didn't have user DB data loaded yet??");
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#endif
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if (_banManager.GetRoleBans(userId) == null)
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{
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Logger.ErrorS("RoleBans", $"Role bans for player {session} {userId} have not been loaded yet.");
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continue;
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}
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readyPlayers.Add(session);
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HumanoidCharacterProfile profile;
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if (_prefsManager.TryGetCachedPreferences(userId, out var preferences))
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{
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profile = (HumanoidCharacterProfile) preferences.GetProfile(preferences.SelectedCharacterIndex);
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}
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else
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{
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profile = HumanoidCharacterProfile.Random();
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}
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readyPlayerProfiles.Add(userId, profile);
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}
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var origReadyPlayers = readyPlayers.ToArray();
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if (!StartPreset(origReadyPlayers, force))
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return;
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// MapInitialize *before* spawning players, our codebase is too shit to do it afterwards...
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_mapManager.DoMapInitialize(DefaultMap);
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SpawnPlayers(readyPlayers, readyPlayerProfiles, force);
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_roundStartDateTime = DateTime.UtcNow;
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RunLevel = GameRunLevel.InRound;
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_roundStartTimeSpan = _gameTiming.CurTime;
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SendStatusToAll();
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ReqWindowAttentionAll();
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UpdateLateJoinStatus();
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AnnounceRound();
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UpdateInfoText();
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SendRoundStartedDiscordMessage();
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#if EXCEPTION_TOLERANCE
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}
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catch (Exception e)
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{
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_roundStartFailCount++;
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if (RoundStartFailShutdownCount > 0 && _roundStartFailCount >= RoundStartFailShutdownCount)
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{
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_sawmill.Fatal($"Failed to start a round {_roundStartFailCount} time(s) in a row... Shutting down!");
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_runtimeLog.LogException(e, nameof(GameTicker));
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_baseServer.Shutdown("Restarting server");
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return;
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}
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_sawmill.Error($"Exception caught while trying to start the round! Restarting round...");
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_runtimeLog.LogException(e, nameof(GameTicker));
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_startingRound = false;
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RestartRound();
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return;
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}
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// Round started successfully! Reset counter...
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_roundStartFailCount = 0;
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#endif
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_startingRound = false;
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}
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private void RefreshLateJoinAllowed()
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{
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var refresh = new RefreshLateJoinAllowedEvent();
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RaiseLocalEvent(refresh);
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DisallowLateJoin = refresh.DisallowLateJoin;
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}
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public void EndRound(string text = "")
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{
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// If this game ticker is a dummy, do nothing!
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if (DummyTicker)
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return;
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DebugTools.Assert(RunLevel == GameRunLevel.InRound);
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_sawmill.Info("Ending round!");
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RunLevel = GameRunLevel.PostRound;
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// The lobby song is set here instead of in RestartRound,
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// because ShowRoundEndScoreboard triggers the start of the music playing
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// at the end of a round, and this needs to be set before RestartRound
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// in order for the lobby song status display to be accurate.
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LobbySong = _robustRandom.Pick(_lobbyMusicCollection.PickFiles).ToString();
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ShowRoundEndScoreboard(text);
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SendRoundEndDiscordMessage();
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}
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public void ShowRoundEndScoreboard(string text = "")
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{
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// Log end of round
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_adminLogger.Add(LogType.EmergencyShuttle, LogImpact.High, $"Round ended, showing summary");
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//Tell every client the round has ended.
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var gamemodeTitle = CurrentPreset != null ? Loc.GetString(CurrentPreset.ModeTitle) : string.Empty;
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// Let things add text here.
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var textEv = new RoundEndTextAppendEvent();
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RaiseLocalEvent(textEv);
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var roundEndText = $"{text}\n{textEv.Text}";
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//Get the timespan of the round.
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var roundDuration = RoundDuration();
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//Generate a list of basic player info to display in the end round summary.
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var listOfPlayerInfo = new List<RoundEndMessageEvent.RoundEndPlayerInfo>();
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// Grab the great big book of all the Minds, we'll need them for this.
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var allMinds = EntityQueryEnumerator<MindComponent>();
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while (allMinds.MoveNext(out var mindId, out var mind))
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{
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// TODO don't list redundant observer roles?
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// I.e., if a player was an observer ghost, then a hamster ghost role, maybe just list hamster and not
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// the observer role?
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var userId = mind.UserId ?? mind.OriginalOwnerUserId;
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var connected = false;
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var observer = HasComp<ObserverRoleComponent>(mindId);
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// Continuing
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if (userId != null && _playerManager.ValidSessionId(userId.Value))
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{
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connected = true;
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}
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PlayerData? contentPlayerData = null;
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if (userId != null && _playerManager.TryGetPlayerData(userId.Value, out var playerData))
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{
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contentPlayerData = playerData.ContentData();
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}
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// Finish
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var antag = _roles.MindIsAntagonist(mindId);
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var playerIcName = "Unknown";
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if (mind.CharacterName != null)
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playerIcName = mind.CharacterName;
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else if (mind.CurrentEntity != null && TryName(mind.CurrentEntity.Value, out var icName))
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playerIcName = icName;
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var entity = mind.OriginalOwnedEntity;
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if (Exists(entity))
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_pvsOverride.AddGlobalOverride(entity.Value, recursive: true);
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var roles = _roles.MindGetAllRoles(mindId);
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var playerEndRoundInfo = new RoundEndMessageEvent.RoundEndPlayerInfo()
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{
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// Note that contentPlayerData?.Name sticks around after the player is disconnected.
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// This is as opposed to ply?.Name which doesn't.
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PlayerOOCName = contentPlayerData?.Name ?? "(IMPOSSIBLE: REGISTERED MIND WITH NO OWNER)",
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// Character name takes precedence over current entity name
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PlayerICName = playerIcName,
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PlayerEntityUid = entity,
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Role = antag
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? roles.First(role => role.Antagonist).Name
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: roles.FirstOrDefault().Name ?? Loc.GetString("game-ticker-unknown-role"),
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Antag = antag,
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Observer = observer,
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Connected = connected
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};
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listOfPlayerInfo.Add(playerEndRoundInfo);
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}
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// This ordering mechanism isn't great (no ordering of minds) but functions
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var listOfPlayerInfoFinal = listOfPlayerInfo.OrderBy(pi => pi.PlayerOOCName).ToArray();
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RaiseNetworkEvent(new RoundEndMessageEvent(gamemodeTitle, roundEndText, roundDuration, RoundId,
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listOfPlayerInfoFinal.Length, listOfPlayerInfoFinal, LobbySong,
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new SoundCollectionSpecifier("RoundEnd").GetSound()));
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}
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private async void SendRoundEndDiscordMessage()
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{
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try
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{
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if (_webhookIdentifier == null)
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return;
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var duration = RoundDuration();
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var content = Loc.GetString("discord-round-notifications-end",
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("id", RoundId),
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("hours", Math.Truncate(duration.TotalHours)),
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("minutes", duration.Minutes),
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("seconds", duration.Seconds));
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var payload = new WebhookPayload { Content = content };
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await _discord.CreateMessage(_webhookIdentifier.Value, payload);
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if (DiscordRoundEndRole == null)
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return;
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content = Loc.GetString("discord-round-notifications-end-ping", ("roleId", DiscordRoundEndRole));
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payload = new WebhookPayload { Content = content };
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payload.AllowedMentions.AllowRoleMentions();
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await _discord.CreateMessage(_webhookIdentifier.Value, payload);
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}
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catch (Exception e)
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{
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Log.Error($"Error while sending discord round end message:\n{e}");
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}
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}
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public void RestartRound()
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{
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// If this game ticker is a dummy, do nothing!
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if (DummyTicker)
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return;
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ReplayEndRound();
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// Handle restart for server update
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if (_serverUpdates.RoundEnded())
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return;
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_sawmill.Info("Restarting round!");
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SendServerMessage(Loc.GetString("game-ticker-restart-round"));
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RoundNumberMetric.Inc();
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PlayersJoinedRoundNormally = 0;
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RunLevel = GameRunLevel.PreRoundLobby;
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RandomizeLobbyBackground();
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ResettingCleanup();
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IncrementRoundNumber();
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SendRoundStartingDiscordMessage();
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if (!LobbyEnabled)
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{
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StartRound();
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}
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else
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{
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if (_playerManager.PlayerCount == 0)
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_roundStartCountdownHasNotStartedYetDueToNoPlayers = true;
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else
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_roundStartTime = _gameTiming.CurTime + LobbyDuration;
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SendStatusToAll();
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UpdateInfoText();
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ReqWindowAttentionAll();
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}
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}
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private async void SendRoundStartingDiscordMessage()
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{
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try
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{
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if (_webhookIdentifier == null)
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return;
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var content = Loc.GetString("discord-round-notifications-new");
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var payload = new WebhookPayload { Content = content };
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await _discord.CreateMessage(_webhookIdentifier.Value, payload);
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}
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catch (Exception e)
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{
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Log.Error($"Error while sending discord round starting message:\n{e}");
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}
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}
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/// <summary>
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/// Cleanup that has to run to clear up anything from the previous round.
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/// Stuff like wiping the previous map clean.
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/// </summary>
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private void ResettingCleanup()
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{
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// Move everybody currently in the server to lobby.
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foreach (var player in _playerManager.ServerSessions)
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{
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PlayerJoinLobby(player);
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}
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// Round restart cleanup event, so entity systems can reset.
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var ev = new RoundRestartCleanupEvent();
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RaiseLocalEvent(ev);
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// So clients' entity systems can clean up too...
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RaiseNetworkEvent(ev, Filter.Broadcast());
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// Delete all entities.
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foreach (var entity in EntityManager.GetEntities().ToArray())
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{
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#if EXCEPTION_TOLERANCE
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try
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{
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#endif
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// TODO: Maybe something less naive here?
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// FIXME: Actually, definitely.
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if (!Deleted(entity) && !Terminating(entity))
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EntityManager.DeleteEntity(entity);
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#if EXCEPTION_TOLERANCE
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}
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catch (Exception e)
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{
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_sawmill.Error($"Caught exception while trying to delete entity {ToPrettyString(entity)}, this might corrupt the game state...");
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_runtimeLog.LogException(e, nameof(GameTicker));
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continue;
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}
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#endif
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}
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_mapManager.Restart();
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_banManager.Restart();
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_gameMapManager.ClearSelectedMap();
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// Clear up any game rules.
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ClearGameRules();
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CurrentPreset = null;
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_allPreviousGameRules.Clear();
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DisallowLateJoin = false;
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_playerGameStatuses.Clear();
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foreach (var session in _playerManager.ServerSessions)
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{
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_playerGameStatuses[session.UserId] = LobbyEnabled ? PlayerGameStatus.NotReadyToPlay : PlayerGameStatus.ReadyToPlay;
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}
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}
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public bool DelayStart(TimeSpan time)
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{
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|
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();
|
|
}
|
|
}
|
|
|
|
public TimeSpan RoundDuration()
|
|
{
|
|
return _gameTiming.CurTime.Subtract(_roundStartTimeSpan);
|
|
}
|
|
|
|
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)
|
|
SoundSystem.Play(proto.Sound.GetSound(), Filter.Broadcast());
|
|
}
|
|
|
|
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 : EntityEventArgs
|
|
{
|
|
public readonly MapId Map;
|
|
public GameMapPrototype GameMap;
|
|
public MapLoadOptions Options;
|
|
|
|
public PreGameMapLoad(MapId map, GameMapPrototype gameMap, MapLoadOptions options)
|
|
{
|
|
Map = map;
|
|
GameMap = gameMap;
|
|
Options = options;
|
|
}
|
|
}
|
|
|
|
|
|
/// <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 IPlayerSession[] Players { get; }
|
|
public bool Forced { get; }
|
|
|
|
public RoundStartAttemptEvent(IPlayerSession[] 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<IPlayerSession> PlayerPool { get; }
|
|
public IReadOnlyDictionary<NetUserId, HumanoidCharacterProfile> Profiles { get; }
|
|
public bool Forced { get; }
|
|
|
|
public RulePlayerSpawningEvent(List<IPlayerSession> playerPool, IReadOnlyDictionary<NetUserId, HumanoidCharacterProfile> profiles, bool forced)
|
|
{
|
|
PlayerPool = playerPool;
|
|
Profiles = profiles;
|
|
Forced = forced;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Event raised after players were assigned jobs by the GameTicker.
|
|
/// You can give on-station people special roles by listening to this event.
|
|
/// </summary>
|
|
public sealed class RulePlayerJobsAssignedEvent
|
|
{
|
|
public IPlayerSession[] Players { get; }
|
|
public IReadOnlyDictionary<NetUserId, HumanoidCharacterProfile> Profiles { get; }
|
|
public bool Forced { get; }
|
|
|
|
public RulePlayerJobsAssignedEvent(IPlayerSession[] 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;
|
|
}
|
|
}
|
|
}
|