* Clothing & Gender fields: Add to database [MODIFIED TO NOT DEPEND ON SAPHIRE-DB-REFACTOR] Sorry about this, Saphire. * Clothing & Gender fields: Add UI [FALLBACK II] * Clothing & Gender fields: Actually apply gender * Clothing & Gender fields: Import innerclothingskirt field from my previous attempt Couldn't import actual prototypes because of a change to IDs * Clothing & Gender fields: Add innerclothingskirt field to everything * Clothing & Gender fields: Jumpskirts now work * Clothing & Gender fields: Gender field will follow sex field if it's not different (UX improvement) [FALLBACK II] * Clothing & Gender fields: Gender -> Pronouns to reduce confusion. Also, fix profile summary. Properly. [FALLBACK II] * Clothing & Pronoun fields: Refactor so that profile equipment adjustments are performed in StartingGearPrototype.
78 lines
2.6 KiB
C#
78 lines
2.6 KiB
C#
using System;
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using System.Collections.Generic;
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using Content.Server.GameTicking;
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using Content.Server.Mobs;
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using Content.Shared.Roles;
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using Content.Shared.Preferences;
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using Robust.Server.Interfaces.Player;
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using Robust.Server.Interfaces.Console;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Map;
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using Robust.Shared.Timing;
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namespace Content.Server.Interfaces.GameTicking
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{
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/// <summary>
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/// The game ticker is responsible for managing the round-by-round system of the game.
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/// </summary>
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public interface IGameTicker
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{
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GameRunLevel RunLevel { get; }
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/// <summary>
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/// The map loaded by the GameTicker on round start.
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/// </summary>
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MapId DefaultMap { get; }
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/// <summary>
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/// The GridId loaded by the GameTicker on round start.
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/// </summary>
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GridId DefaultGridId { get; }
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event Action<GameRunLevelChangedEventArgs> OnRunLevelChanged;
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event Action<GameRuleAddedEventArgs> OnRuleAdded;
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void Initialize();
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void Update(FrameEventArgs frameEventArgs);
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void RestartRound();
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void StartRound(bool force = false);
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void EndRound(string roundEndText = "");
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void Respawn(IPlayerSession targetPlayer);
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void MakeObserve(IPlayerSession player);
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void MakeJoinGame(IPlayerSession player, string jobId);
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void ToggleReady(IPlayerSession player, bool ready);
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void ToggleDisallowLateJoin(bool disallowLateJoin);
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/// <summary>proxy to GamePreset (actual handler)</summary>
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bool OnGhostAttempt(Mind mind, bool canReturnGlobal);
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EntityCoordinates GetLateJoinSpawnPoint();
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EntityCoordinates GetJobSpawnPoint(string jobId);
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EntityCoordinates GetObserverSpawnPoint();
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void EquipStartingGear(IEntity entity, StartingGearPrototype startingGear, HumanoidCharacterProfile profile);
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// GameRule system.
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T AddGameRule<T>() where T : GameRule, new();
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bool HasGameRule(Type type);
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void RemoveGameRule(GameRule rule);
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IEnumerable<GameRule> ActiveGameRules { get; }
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bool TryGetPreset(string name, out Type type);
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void SetStartPreset(Type type, bool force = false);
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void SetStartPreset(string name, bool force = false);
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/// <returns>true if changed, false otherwise</returns>
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bool PauseStart(bool pause = true);
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/// <returns>true if paused, false otherwise</returns>
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bool TogglePause();
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bool DelayStart(TimeSpan time);
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Dictionary<string, int> GetAvailablePositions();
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}
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}
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