672 lines
23 KiB
C#
672 lines
23 KiB
C#
using System.Linq;
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using System.Threading.Tasks;
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using Content.Server.Announcements;
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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.Server.Mind;
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using Content.Server.Players;
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using Content.Shared.CCVar;
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using Content.Shared.Coordinates;
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using Content.Shared.GameTicking;
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using Content.Shared.Preferences;
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using Content.Shared.Sound;
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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.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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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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[ViewVariables]
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public int RoundId { get; private set; }
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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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AddGamePresetRules();
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DefaultMap = _mapManager.CreateMap();
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_mapManager.AddUninitializedMap(DefaultMap);
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var startTime = _gameTiming.RealTime;
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var maps = new List<GameMapPrototype>() { _gameMapManager.GetSelectedMapChecked(true, true) };
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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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var timeSpan = _gameTiming.RealTime - startTime;
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_sawmill.Info($"Loaded maps in {timeSpan.TotalMilliseconds:N2}ms.");
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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>, IReadOnlyList<EntityUid>) LoadGameMap(GameMapPrototype map, MapId targetMapId, MapLoadOptions? loadOptions, string? stationName = null)
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{
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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 (entities, gridIds) = _mapLoader.LoadMap(targetMapId, ev.GameMap.MapPath.ToString(), ev.Options);
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var gridUids = gridIds.Select(g => (EntityUid)g).ToList();
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RaiseLocalEvent(new PostGameMapLoad(map, targetMapId, entities, gridUids, stationName));
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_spawnPoint = _mapManager.GetGrid(gridIds[0]).ToCoordinates();
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return (entities, 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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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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LoadMaps();
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StartGamePresetRules();
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RoundLengthMetric.Set(0);
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var playerIds = _playersInLobby.Keys.Select(player => player.UserId.UserId).ToArray();
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var serverName = _configurationManager.GetCVar(CCVars.AdminLogsServerName);
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// TODO FIXME AAAAAAAAAAAAAAAAAAAH THIS IS BROKEN
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// Task.Run as a terrible dirty workaround to avoid synchronization context deadlock from .Result here.
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// This whole setup logic should be made asynchronous so we can properly wait on the DB AAAAAAAAAAAAAH
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RoundId = Task.Run(async () =>
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{
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var server = await _db.AddOrGetServer(serverName);
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return await _db.AddNewRound(server, playerIds);
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}).Result;
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var startingEvent = new RoundStartingEvent(RoundId);
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RaiseLocalEvent(startingEvent);
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List<IPlayerSession> readyPlayers;
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if (LobbyEnabled)
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{
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readyPlayers = _playersInLobby.Where(p => p.Value == LobbyPlayerStatus.Ready).Select(p => p.Key)
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.ToList();
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}
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else
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{
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readyPlayers = _playersInLobby.Keys.ToList();
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}
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readyPlayers.RemoveAll(p =>
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{
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if (_roleBanManager.GetRoleBans(p.UserId) != null)
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return false;
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Logger.ErrorS("RoleBans", $"Role bans for player {p} {p.UserId} have not been loaded yet.");
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return true;
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});
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// Get the profiles for each player for easier lookup.
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var profiles = _prefsManager.GetSelectedProfilesForPlayers(
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readyPlayers
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.Select(p => p.UserId).ToList())
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.ToDictionary(p => p.Key, p => (HumanoidCharacterProfile) p.Value);
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foreach (var readyPlayer in readyPlayers)
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{
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if (!profiles.ContainsKey(readyPlayer.UserId))
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{
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profiles.Add(readyPlayer.UserId, HumanoidCharacterProfile.Random());
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}
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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, profiles, force);
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_roundStartDateTime = DateTime.UtcNow;
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RunLevel = GameRunLevel.InRound;
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_roundStartTimeSpan = _gameTiming.RealTime;
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SendStatusToAll();
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ReqWindowAttentionAll();
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UpdateLateJoinStatus();
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AnnounceRound();
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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.Warning($"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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//Tell every client the round has ended.
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var gamemodeTitle = Preset != null ? Loc.GetString(Preset.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 = Get<MindTrackerSystem>().AllMinds;
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foreach (var mind in allMinds)
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{
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if (mind != null)
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{
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// Some basics assuming things fail
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var userId = mind.OriginalOwnerUserId;
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var playerOOCName = userId.ToString();
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var connected = false;
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var observer = mind.AllRoles.Any(role => role is ObserverRole);
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// Continuing
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if (_playerManager.TryGetSessionById(userId, out var ply))
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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 (_playerManager.TryGetPlayerData(userId, 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 = mind.AllRoles.Any(role => role.Antagonist);
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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 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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Role = antag
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? mind.AllRoles.First(role => role.Antagonist).Name
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: mind.AllRoles.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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}
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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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_playersInGame.Clear();
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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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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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// 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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RunLevel = GameRunLevel.PreRoundLobby;
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LobbySong = _robustRandom.Pick(_lobbyMusicCollection.PickFiles).ToString();
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RandomizeLobbyBackground();
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ResettingCleanup();
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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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ReqWindowAttentionAll();
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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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// Delete the minds of everybody.
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// TODO: Maybe move this into a separate manager?
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foreach (var unCastData in _playerManager.GetAllPlayerData())
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{
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unCastData.ContentData()?.WipeMind();
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}
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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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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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_roleBanManager.Restart();
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// Clear up any game rules.
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ClearGameRules();
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_addedGameRules.Clear();
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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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DisallowLateJoin = false;
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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)
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{
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return false;
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}
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_roundStartTime += time;
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RaiseNetworkEvent(new TickerLobbyCountdownEvent(_roundStartTime, Paused));
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_chatManager.DispatchServerAnnouncement(Loc.GetString("game-ticker-delay-start", ("seconds",time.TotalSeconds)));
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return true;
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}
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private void UpdateRoundFlow(float frameTime)
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{
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if (RunLevel == GameRunLevel.InRound)
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{
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RoundLengthMetric.Inc(frameTime);
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}
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if (RunLevel != GameRunLevel.PreRoundLobby || Paused ||
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_roundStartTime > _gameTiming.CurTime ||
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_roundStartCountdownHasNotStartedYetDueToNoPlayers)
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{
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return;
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}
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StartRound();
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}
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public TimeSpan RoundDuration()
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{
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return _gameTiming.RealTime.Subtract(_roundStartTimeSpan);
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}
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private void AnnounceRound()
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{
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if (Preset == null) return;
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foreach (var proto in _prototypeManager.EnumeratePrototypes<RoundAnnouncementPrototype>())
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{
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if (!proto.GamePresets.Contains(Preset.ID)) continue;
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if (proto.Message != null)
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_chatSystem.DispatchGlobalStationAnnouncement(Loc.GetString(proto.Message), playDefaultSound: true);
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if (proto.Sound != null)
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SoundSystem.Play(Filter.Broadcast(), proto.Sound.GetSound());
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// Only play one because A
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break;
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}
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}
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}
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public enum GameRunLevel
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{
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PreRoundLobby = 0,
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InRound = 1,
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PostRound = 2
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}
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public sealed class GameRunLevelChangedEvent
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{
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public GameRunLevel Old { get; }
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public GameRunLevel New { get; }
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public GameRunLevelChangedEvent(GameRunLevel old, GameRunLevel @new)
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{
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Old = old;
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New = @new;
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}
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}
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/// <summary>
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/// Event raised before maps are loaded in pre-round setup.
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/// Contains a list of game map prototypes to load; modify it if you want to load different maps,
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/// for example as part of a game rule.
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/// </summary>
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[PublicAPI]
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public sealed class LoadingMapsEvent : EntityEventArgs
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{
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public List<GameMapPrototype> Maps;
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public LoadingMapsEvent(List<GameMapPrototype> maps)
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{
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Maps = maps;
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}
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}
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/// <summary>
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/// Event raised before the game loads a given map.
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/// This event is mutable, and load options should be tweaked if necessary.
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/// </summary>
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/// <remarks>
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/// You likely want to subscribe to this after StationSystem.
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/// </remarks>
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[PublicAPI]
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public sealed class PreGameMapLoad : EntityEventArgs
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{
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public readonly MapId Map;
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public GameMapPrototype GameMap;
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public MapLoadOptions Options;
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public PreGameMapLoad(MapId map, GameMapPrototype gameMap, MapLoadOptions options)
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{
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Map = map;
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GameMap = gameMap;
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Options = options;
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}
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}
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/// <summary>
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/// Event raised after the game loads a given map.
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/// </summary>
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/// <remarks>
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/// You likely want to subscribe to this after StationSystem.
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/// </remarks>
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[PublicAPI]
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public sealed class PostGameMapLoad : EntityEventArgs
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{
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public readonly GameMapPrototype GameMap;
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public readonly MapId Map;
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public readonly IReadOnlyList<EntityUid> Entities;
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public readonly IReadOnlyList<EntityUid> Grids;
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public readonly string? StationName;
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public PostGameMapLoad(GameMapPrototype gameMap, MapId map, IReadOnlyList<EntityUid> entities, IReadOnlyList<EntityUid> grids, string? stationName)
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{
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GameMap = gameMap;
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Map = map;
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Entities = entities;
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Grids = grids;
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StationName = stationName;
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}
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}
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/// <summary>
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/// Event raised to refresh the late join status.
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/// If you want to disallow late joins, listen to this and call Disallow.
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/// </summary>
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public sealed class RefreshLateJoinAllowedEvent
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{
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public bool DisallowLateJoin { get; private set; } = false;
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public void Disallow()
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{
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DisallowLateJoin = true;
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}
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}
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/// <summary>
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/// Attempt event raised on round start.
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/// This can be listened to by GameRule systems to cancel round start if some condition is not met, like player count.
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/// </summary>
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public sealed class RoundStartAttemptEvent : CancellableEntityEventArgs
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{
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public IPlayerSession[] Players { get; }
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public bool Forced { get; }
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public RoundStartAttemptEvent(IPlayerSession[] players, bool forced)
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{
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Players = players;
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Forced = forced;
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}
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}
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/// <summary>
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/// Event raised before readied up players are spawned and given jobs by the GameTicker.
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/// You can use this to spawn people off-station, like in the case of nuke ops or wizard.
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/// Remove the players you spawned from the PlayerPool and call <see cref="GameTicker.PlayerJoinGame"/> on them.
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/// </summary>
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public sealed class RulePlayerSpawningEvent
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{
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/// <summary>
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/// Pool of players to be spawned.
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/// If you want to handle a specific player being spawned, remove it from this list and do what you need.
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/// </summary>
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/// <remarks>If you spawn a player by yourself from this event, don't forget to call <see cref="GameTicker.PlayerJoinGame"/> on them.</remarks>
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public List<IPlayerSession> PlayerPool { get; }
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public IReadOnlyDictionary<NetUserId, HumanoidCharacterProfile> Profiles { get; }
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public bool Forced { get; }
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public RulePlayerSpawningEvent(List<IPlayerSession> playerPool, IReadOnlyDictionary<NetUserId, HumanoidCharacterProfile> profiles, bool forced)
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|
{
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PlayerPool = playerPool;
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Profiles = profiles;
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|
Forced = forced;
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}
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}
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/// <summary>
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/// Event raised after players were assigned jobs by the GameTicker.
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|
/// You can give on-station people special roles by listening to this event.
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|
/// </summary>
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|
public sealed class RulePlayerJobsAssignedEvent
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|
{
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public IPlayerSession[] Players { get; }
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|
public IReadOnlyDictionary<NetUserId, HumanoidCharacterProfile> Profiles { get; }
|
|
public bool Forced { get; }
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|
|
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public RulePlayerJobsAssignedEvent(IPlayerSession[] players, IReadOnlyDictionary<NetUserId, HumanoidCharacterProfile> profiles, bool forced)
|
|
{
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|
Players = players;
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|
Profiles = profiles;
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|
Forced = forced;
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|
}
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|
}
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|
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/// <summary>
|
|
/// Event raised to allow subscribers to add text to the round end summary screen.
|
|
/// </summary>
|
|
public sealed class RoundEndTextAppendEvent
|
|
{
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|
private bool _doNewLine;
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|
|
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/// <summary>
|
|
/// Text to display in the round end summary screen.
|
|
/// </summary>
|
|
public string Text { get; private set; } = string.Empty;
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|
|
|
/// <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;
|
|
}
|
|
}
|
|
}
|