* Don't spawn rad pulses on paused grids * Only radiate default grid Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
72 lines
2.3 KiB
C#
72 lines
2.3 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
using Content.Server.GameTicking;
|
|
using Content.Shared.Roles;
|
|
using Robust.Server.Interfaces.Player;
|
|
using Robust.Shared.Interfaces.GameObjects;
|
|
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; }
|
|
|
|
/// <summary>
|
|
/// The map loaded by the GameTicker on round start.
|
|
/// </summary>
|
|
MapId DefaultMap { get; }
|
|
|
|
/// <summary>
|
|
/// The GridId loaded by the GameTicker on round start.
|
|
/// </summary>
|
|
GridId DefaultGridId { get; }
|
|
|
|
event Action<GameRunLevelChangedEventArgs> OnRunLevelChanged;
|
|
event Action<GameRuleAddedEventArgs> OnRuleAdded;
|
|
|
|
void Initialize();
|
|
void Update(FrameEventArgs frameEventArgs);
|
|
|
|
void RestartRound();
|
|
void StartRound(bool force = false);
|
|
void EndRound(string roundEndText = "");
|
|
|
|
void Respawn(IPlayerSession targetPlayer);
|
|
void MakeObserve(IPlayerSession player);
|
|
void MakeJoinGame(IPlayerSession player, string jobId);
|
|
void ToggleReady(IPlayerSession player, bool ready);
|
|
void ToggleDisallowLateJoin(bool disallowLateJoin);
|
|
|
|
EntityCoordinates GetLateJoinSpawnPoint();
|
|
EntityCoordinates GetJobSpawnPoint(string jobId);
|
|
EntityCoordinates GetObserverSpawnPoint();
|
|
|
|
void EquipStartingGear(IEntity entity, StartingGearPrototype startingGear);
|
|
|
|
// 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);
|
|
|
|
Dictionary<string, int> GetAvailablePositions();
|
|
}
|
|
}
|