* GameTicker turned into an EntitySystem * Turns ClientGameTicker into an EntitySystem, turn NetMessages into events * Change event names to be more consistent with the rest. * YAML linter uses the dummy gameticker CVar override. * Fix game ticker initialization order * Dummy ticker won't spawn players. * Fix character creation test
59 lines
1.8 KiB
C#
59 lines
1.8 KiB
C#
using System.Collections.Generic;
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using Content.Server.Administration;
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using Content.Shared.Roles;
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using Robust.Server.Player;
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using Robust.Shared.Console;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Prototypes;
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namespace Content.Server.GameTicking.Commands
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{
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[AnyCommand]
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class JoinGameCommand : IConsoleCommand
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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public string Command => "joingame";
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public string Description => "";
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public string Help => "";
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public JoinGameCommand()
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{
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IoCManager.InjectDependencies(this);
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}
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public void Execute(IConsoleShell shell, string argStr, string[] args)
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{
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var player = shell.Player as IPlayerSession;
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var output = string.Join(".", args);
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if (player == null)
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{
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return;
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}
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var ticker = EntitySystem.Get<GameTicker>();
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if (ticker.RunLevel == GameRunLevel.PreRoundLobby)
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{
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shell.WriteLine("Round has not started.");
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return;
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}
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else if(ticker.RunLevel == GameRunLevel.InRound)
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{
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string ID = args[0];
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var positions = ticker.GetAvailablePositions();
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if(positions.GetValueOrDefault(ID, 0) == 0) //n < 0 is treated as infinite
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{
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var jobPrototype = _prototypeManager.Index<JobPrototype>(ID);
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shell.WriteLine($"{jobPrototype.Name} has no available slots.");
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return;
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}
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ticker.MakeJoinGame(player, args[0]);
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return;
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}
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ticker.MakeJoinGame(player);
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}
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}
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}
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