* 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>
114 lines
2.5 KiB
C#
114 lines
2.5 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.Interfaces.GameTicking;
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using Content.Shared;
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using Robust.Server.Interfaces.Player;
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using Robust.Shared.Map;
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using Robust.Shared.Timing;
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namespace Content.IntegrationTests
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{
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public class DummyGameTicker : SharedGameTicker, IGameTicker
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{
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public GameRunLevel RunLevel { get; } = GameRunLevel.InRound;
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public event Action<GameRunLevelChangedEventArgs> OnRunLevelChanged
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{
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add { }
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remove { }
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}
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public event Action<GameRuleAddedEventArgs> OnRuleAdded
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{
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add{ }
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remove { }
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}
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public void Initialize()
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{
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}
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public void Update(FrameEventArgs frameEventArgs)
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{
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}
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public void RestartRound()
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{
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}
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public void StartRound(bool force = false)
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{
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}
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public void EndRound()
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{
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}
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public void Respawn(IPlayerSession targetPlayer)
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{
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}
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public void MakeObserve(IPlayerSession player)
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{
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}
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public void MakeJoinGame(IPlayerSession player)
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{
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}
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public void ToggleReady(IPlayerSession player, bool ready)
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{
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}
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public GridCoordinates GetLateJoinSpawnPoint() => GridCoordinates.InvalidGrid;
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public GridCoordinates GetJobSpawnPoint(string jobId) => GridCoordinates.InvalidGrid;
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public GridCoordinates GetObserverSpawnPoint() => GridCoordinates.InvalidGrid;
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public T AddGameRule<T>() where T : GameRule, new()
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{
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return new T();
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}
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public bool HasGameRule(Type type)
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{
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return false;
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}
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public void RemoveGameRule(GameRule rule)
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{
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}
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public IEnumerable<GameRule> ActiveGameRules { get; } = Array.Empty<GameRule>();
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public bool TryGetPreset(string name, out Type type)
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{
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type = default;
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return false;
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}
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public void SetStartPreset(Type type, bool force = false)
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{
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}
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public void SetStartPreset(string name, bool force = false)
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{
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}
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public bool DelayStart(TimeSpan time)
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{
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return true;
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}
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public bool PauseStart(bool pause = true)
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{
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return true;
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}
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public bool TogglePause()
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{
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return false;
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}
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}
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}
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