Files
tbd-station-14/Content.Server/Interfaces/GameTicking/IGameTicker.cs
DrSmugleaf d91a8c4925 Add delaystart and forcepreset commands (#1163)
* Add extendroundstart message to extend lobby start timer

* Rename StartExtend to DelayStart

* Fix delaystart amounts above 59 not working

* Change delaystart seconds type from int to uint

* Change delaystart wrong args amount message

* Add forcegamepreset command

* Rename forcegamepreset to forcepreset and merged start and forcestart preset methods

* Fix index out of bounds exception when forcing suspicion to start

* Change game preset to match regardless of casing

* Add forcepreset unknown preset message

* Add and move in lobby checks

* Remove testing changes

* Change delaystart to pause/resume the timer when no seconds are specified

* Change pause message

* Remove testing code

* Change 0 seconds to not be a valid amount of seconds

* Replace MsgTickerLobbyCountdown Seconds with DateTime instead of uint

* Add one entire dot

* Replace Math.Min + Math.Max with Math.Clamp

Co-authored-by: ComicIronic <comicironic@gmail.com>

Co-authored-by: ComicIronic <comicironic@gmail.com>
2020-06-21 22:05:47 +02:00

55 lines
1.7 KiB
C#

using System;
using System.Collections.Generic;
using Content.Server.GameTicking;
using Robust.Server.Interfaces.Player;
using Robust.Shared.Map;
using Robust.Shared.Timing;
namespace Content.Server.Interfaces.GameTicking
{
/// <summary>
/// The game ticker is responsible for managing the round-by-round system of the game.
/// </summary>
public interface IGameTicker
{
GameRunLevel RunLevel { get; }
event Action<GameRunLevelChangedEventArgs> OnRunLevelChanged;
event Action<GameRuleAddedEventArgs> OnRuleAdded;
void Initialize();
void Update(FrameEventArgs frameEventArgs);
void RestartRound();
void StartRound(bool force = false);
void EndRound();
void Respawn(IPlayerSession targetPlayer);
void MakeObserve(IPlayerSession player);
void MakeJoinGame(IPlayerSession player);
void ToggleReady(IPlayerSession player, bool ready);
GridCoordinates GetLateJoinSpawnPoint();
GridCoordinates GetJobSpawnPoint(string jobId);
GridCoordinates GetObserverSpawnPoint();
// GameRule system.
T AddGameRule<T>() where T : GameRule, new();
bool HasGameRule(Type type);
void RemoveGameRule(GameRule rule);
IEnumerable<GameRule> ActiveGameRules { get; }
bool TryGetPreset(string name, out Type type);
void SetStartPreset(Type type, bool force = false);
void SetStartPreset(string name, bool force = false);
/// <returns>true if changed, false otherwise</returns>
bool PauseStart(bool pause = true);
/// <returns>true if paused, false otherwise</returns>
bool TogglePause();
bool DelayStart(TimeSpan time);
}
}