245 lines
7.5 KiB
C#
245 lines
7.5 KiB
C#
using System.Linq;
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using Content.Server.Administration;
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using Content.Server.GameTicking.Rules;
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using Content.Server.GameTicking.Rules.Configurations;
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using Content.Shared.Administration;
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using Robust.Shared.Console;
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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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// No duplicates.
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[ViewVariables] private readonly HashSet<GameRulePrototype> _addedGameRules = new();
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/// <summary>
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/// Holds all currently added game rules.
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/// </summary>
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public IReadOnlySet<GameRulePrototype> AddedGameRules => _addedGameRules;
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[ViewVariables] private readonly HashSet<GameRulePrototype> _startedGameRules = new();
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/// <summary>
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/// Holds all currently started game rules.
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/// </summary>
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public IReadOnlySet<GameRulePrototype> StartedGameRules => _startedGameRules;
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[ViewVariables] private readonly List<(TimeSpan, GameRulePrototype)> _allPreviousGameRules = new();
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/// <summary>
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/// A list storing the start times of all game rules that have been started this round.
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/// Game rules can be started and stopped at any time, including midround.
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/// </summary>
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public IReadOnlyList<(TimeSpan, GameRulePrototype)> AllPreviousGameRules => _allPreviousGameRules;
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private void InitializeGameRules()
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{
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// Add game rule command.
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_consoleHost.RegisterCommand("addgamerule",
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string.Empty,
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"addgamerule <rules>",
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AddGameRuleCommand,
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AddGameRuleCompletions);
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// End game rule command.
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_consoleHost.RegisterCommand("endgamerule",
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string.Empty,
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"endgamerule <rules>",
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EndGameRuleCommand,
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EndGameRuleCompletions);
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// Clear game rules command.
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_consoleHost.RegisterCommand("cleargamerules",
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string.Empty,
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"cleargamerules",
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ClearGameRulesCommand);
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}
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private void ShutdownGameRules()
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{
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_consoleHost.UnregisterCommand("addgamerule");
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_consoleHost.UnregisterCommand("endgamerule");
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_consoleHost.UnregisterCommand("cleargamerules");
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}
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/// <summary>
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/// Game rules can be 'started' separately from being added. 'Starting' them usually
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/// happens at round start while they can be added and removed before then.
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/// </summary>
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public void StartGameRule(GameRulePrototype rule)
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{
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if (!IsGameRuleAdded(rule))
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AddGameRule(rule);
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_allPreviousGameRules.Add((RoundDuration(), rule));
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_sawmill.Info($"Started game rule {rule.ID}");
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if (_startedGameRules.Add(rule))
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RaiseLocalEvent(new GameRuleStartedEvent(rule));
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}
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/// <summary>
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/// Ends a game rule.
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/// This always includes removing it (from added game rules) so that behavior
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/// is not separate from this.
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/// </summary>
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/// <param name="rule"></param>
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public void EndGameRule(GameRulePrototype rule)
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{
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if (!IsGameRuleAdded(rule))
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return;
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_addedGameRules.Remove(rule);
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_sawmill.Info($"Ended game rule {rule.ID}");
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if (IsGameRuleStarted(rule))
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_startedGameRules.Remove(rule);
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RaiseLocalEvent(new GameRuleEndedEvent(rule));
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}
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/// <summary>
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/// Adds a game rule to the list, but does not
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/// start it yet, instead waiting until the rule is actually started by other code (usually roundstart)
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/// </summary>
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public bool AddGameRule(GameRulePrototype rule)
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{
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if (!_addedGameRules.Add(rule))
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return false;
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_sawmill.Info($"Added game rule {rule.ID}");
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RaiseLocalEvent(new GameRuleAddedEvent(rule));
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return true;
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}
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public bool IsGameRuleAdded(GameRulePrototype rule)
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{
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return _addedGameRules.Contains(rule);
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}
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public bool IsGameRuleAdded(string rule)
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{
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foreach (var ruleProto in _addedGameRules)
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{
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if (ruleProto.ID.Equals(rule))
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return true;
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}
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return false;
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}
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public bool IsGameRuleStarted(GameRulePrototype rule)
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{
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return _startedGameRules.Contains(rule);
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}
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public bool IsGameRuleStarted(string rule)
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{
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foreach (var ruleProto in _startedGameRules)
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{
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if (ruleProto.ID.Equals(rule))
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return true;
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}
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return false;
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}
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public void ClearGameRules()
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{
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foreach (var rule in _addedGameRules.ToArray())
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{
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EndGameRule(rule);
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}
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}
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#region Command Implementations
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[AdminCommand(AdminFlags.Fun)]
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private void AddGameRuleCommand(IConsoleShell shell, string argstr, string[] args)
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{
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if (args.Length == 0)
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return;
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foreach (var ruleId in args)
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{
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if (!_prototypeManager.TryIndex<GameRulePrototype>(ruleId, out var rule))
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continue;
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AddGameRule(rule);
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// Start rule if we're already in the middle of a round
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if(RunLevel == GameRunLevel.InRound)
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StartGameRule(rule);
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}
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}
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private CompletionResult AddGameRuleCompletions(IConsoleShell shell, string[] args)
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{
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var activeIds = _addedGameRules.Select(c => c.ID);
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return CompletionResult.FromHintOptions(CompletionHelper.PrototypeIDs<GameRulePrototype>().Where(p => !activeIds.Contains(p.Value)),
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"<rule>");
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}
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[AdminCommand(AdminFlags.Fun)]
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private void EndGameRuleCommand(IConsoleShell shell, string argstr, string[] args)
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{
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if (args.Length == 0)
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return;
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foreach (var ruleId in args)
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{
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if (!_prototypeManager.TryIndex<GameRulePrototype>(ruleId, out var rule))
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continue;
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EndGameRule(rule);
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}
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}
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private CompletionResult EndGameRuleCompletions(IConsoleShell shell, string[] args)
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{
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return CompletionResult.FromHintOptions(_addedGameRules.Select(c => new CompletionOption(c.ID)),
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"<added rule>");
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}
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[AdminCommand(AdminFlags.Fun)]
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private void ClearGameRulesCommand(IConsoleShell shell, string argstr, string[] args)
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{
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ClearGameRules();
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}
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#endregion
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}
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/// <summary>
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/// Raised broadcast when a game rule is selected, but not started yet.
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/// </summary>
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public sealed class GameRuleAddedEvent
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{
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public GameRulePrototype Rule { get; }
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public GameRuleAddedEvent(GameRulePrototype rule)
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{
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Rule = rule;
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}
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}
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public sealed class GameRuleStartedEvent
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{
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public GameRulePrototype Rule { get; }
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public GameRuleStartedEvent(GameRulePrototype rule)
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{
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Rule = rule;
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}
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}
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public sealed class GameRuleEndedEvent
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{
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public GameRulePrototype Rule { get; }
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public GameRuleEndedEvent(GameRulePrototype rule)
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{
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Rule = rule;
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}
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}
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}
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