* Add NukeOps Test * Update EvacShuttleTest to also check mapinit * Update RuleMaxTimeRestartTest * Fix cvar cleanup * A * Revert some changes * comments * Add MappingTests * Finally fix the test * A
78 lines
2.5 KiB
C#
78 lines
2.5 KiB
C#
using System.Threading;
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using Content.Server.Chat.Managers;
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using Content.Server.GameTicking.Rules.Components;
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using Timer = Robust.Shared.Timing.Timer;
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namespace Content.Server.GameTicking.Rules;
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public sealed class MaxTimeRestartRuleSystem : GameRuleSystem<MaxTimeRestartRuleComponent>
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{
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[Dependency] private readonly IChatManager _chatManager = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<GameRunLevelChangedEvent>(RunLevelChanged);
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}
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protected override void Started(EntityUid uid, MaxTimeRestartRuleComponent component, GameRuleComponent gameRule, GameRuleStartedEvent args)
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{
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base.Started(uid, component, gameRule, args);
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if(GameTicker.RunLevel == GameRunLevel.InRound)
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RestartTimer(component);
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}
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protected override void Ended(EntityUid uid, MaxTimeRestartRuleComponent component, GameRuleComponent gameRule, GameRuleEndedEvent args)
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{
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base.Ended(uid, component, gameRule, args);
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StopTimer(component);
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}
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public void RestartTimer(MaxTimeRestartRuleComponent component)
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{
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// TODO FULL GAME SAVE
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component.TimerCancel.Cancel();
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component.TimerCancel = new CancellationTokenSource();
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Timer.Spawn(component.RoundMaxTime, () => TimerFired(component), component.TimerCancel.Token);
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}
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public void StopTimer(MaxTimeRestartRuleComponent component)
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{
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component.TimerCancel.Cancel();
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}
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private void TimerFired(MaxTimeRestartRuleComponent component)
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{
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GameTicker.EndRound(Loc.GetString("rule-time-has-run-out"));
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_chatManager.DispatchServerAnnouncement(Loc.GetString("rule-restarting-in-seconds",("seconds", (int) component.RoundEndDelay.TotalSeconds)));
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// TODO FULL GAME SAVE
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Timer.Spawn(component.RoundEndDelay, () => GameTicker.RestartRound());
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}
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private void RunLevelChanged(GameRunLevelChangedEvent args)
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{
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var query = EntityQueryEnumerator<MaxTimeRestartRuleComponent, GameRuleComponent>();
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while (query.MoveNext(out var uid, out var timer, out var gameRule))
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{
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if (!GameTicker.IsGameRuleActive(uid, gameRule))
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return;
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switch (args.New)
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{
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case GameRunLevel.InRound:
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RestartTimer(timer);
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break;
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case GameRunLevel.PreRoundLobby:
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case GameRunLevel.PostRound:
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StopTimer(timer);
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break;
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}
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}
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}
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}
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