135 lines
3.7 KiB
C#
135 lines
3.7 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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using Content.Server.GameTicking.Rules;
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using Robust.Shared.ViewVariables;
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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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public IEnumerable<GameRulePrototype> AddedGameRules => _addedGameRules;
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[ViewVariables] private readonly HashSet<GameRulePrototype> _startedGameRules = new();
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public IEnumerable<GameRulePrototype> StartedGameRules => _startedGameRules;
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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 (!GameRuleAdded(rule))
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AddGameRule(rule);
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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 (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 (!GameRuleAdded(rule))
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return;
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_addedGameRules.Remove(rule);
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if (GameRuleStarted(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 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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RaiseLocalEvent(new GameRuleAddedEvent(rule));
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return true;
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}
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public bool GameRuleAdded(GameRulePrototype rule)
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{
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return _addedGameRules.Contains(rule);
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}
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public bool GameRuleAdded(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 GameRuleStarted(GameRulePrototype rule)
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{
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return _startedGameRules.Contains(rule);
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}
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public bool GameRuleStarted(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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}
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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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