Files
wwdpublic/Content.Server/GameTicking/GameTicker.RoundFlow.cs
Spatison 8a95ee85bf Upstream 28.02-03.03 (#268)
* More Tajaran Markings (#1834)

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# Description

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Description.
Adds separate eye colors to Tajaran and makes most of the markings from
"Fashion Update: Earrings & Makeup" available to Tajarans
---

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---

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<details><summary><h1>Media</h1></summary>
<p>

![image1](https://github.com/user-attachments/assets/4ceace8e-c1bd-4ee8-833a-19cf2cf9626d)

![image2](https://github.com/user-attachments/assets/7b2d6d25-4335-4f5e-96eb-8f0ae187e459)

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</details>

---

# Changelog

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🆑 Tonk
- add: Tajarans now have separate eye, wrist, tattoo, and makeup
markings

---------

Co-authored-by: VMSolidus <evilexecutive@gmail.com>
(cherry picked from commit e45008ddf8a529c2126907ecac8ffff2a74058de)

* Automatic Changelog Update (#1834)

(cherry picked from commit 0091c1ebdc4bc768c0906049fa9d417d962d1839)

* Cybernetics Trait Changes (#1828)

# Description

Changes/buffs to Cybernetic Traits.
Some lesser used traits get some love, while some other stuff gets some
logical re-balancing.

Feel free to point out if some shitcode is broken or need explaining.

---

# TODO

- [ ] I got ideas cooking that I don't know how to code

---

# Changelog

🆑

tweak: Striking Calluses no longer require you to be one of 3 jobs and
Human. Also increased the +1 damage to +2.
tweak: Bionic Spinarette SHOULD no longer have a hunger penalty and
costs less.
tweak: Platelet Factories heal rate buffed from 0.07 to 0.35, airloss
from 0.7 to 0.25 and healing cap increased from 200 to 400.
tweak: Decreased the cost of Thermal Vision to be in line with Night
Vision.
    tweak: IPC Platelet Factories healing cap increased from 200 to 250
    tweak: Cyber-Eyes Omnihud now pickable by Command too.
fix: Fixed name and description of Cyber-Eyes Modules for Night Vision
and Thermal Vision.
    remove: Mind over Machine from Cyber-Eyes Modules.

<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit

- **New Features**
- "Striking Calluses" now delivers increased unarmed strike damage,
enhancing combat performance.

- **Documentation**
- Trait names and descriptions have been updated for greater clarity and
consistency, including changes to "Cyber-Eyes" terminology.

- **Chores**
- Redundant trait options were removed from the selection pool to
streamline gameplay.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->

---------

Signed-off-by: Raikyr0 <Kurohana@hotmail.com.au>
Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>

(cherry picked from commit a480c6605ebdfdd32d87a9001f2aef8303433a8d)

* Automatic Changelog Update (#1828)

(cherry picked from commit 365dd4353a06854120e0a38ff05f193bad48bbc7)

* Shadowkin Age Fixes & Plus Plushies (#1684)

# Description

Shadowkin middle-aged increased to 80, old age lowered to 175, max age
lowered to 250. Shadowkin can now collect their goofy little plushie
from a variety of sources

---

# TODO

- [x] Adjust Shadowkin age brackets
- [x] Add Shadowkin plushie to crates and stuff

---

# Changelog

🆑 ShirouAjisai
- add: Added Shadowkin plushie to crates and stuff
- tweak: Tweaked Shadowkin age brackets

<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit

- **New Features**
- Introduced a new "shadowkin plushie" loadout item, enhancing
customization options.
- Expanded the collectible pool by adding a new plushie available in
multiple game areas, including reward systems and random spawners.
- Enhanced the variety of items available for the `PresentRandom` entity
with the addition of the "shadowkin plushie."

- **Adjustments**
- Refined life-stage parameters for the Shadowkin species, adjusting age
thresholds to better define maturity.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->

---------

Signed-off-by: SixplyDev <einlichen@gmail.com>
Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: ShirouAjisai <zaneromeave319@gmail.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
(cherry picked from commit fb3d00036f6a21d7fa3c4b41341cd61b1e41e0d0)

* Automatic Changelog Update (#1684)

(cherry picked from commit caf8572352d38f51b15d21f0e1f92434f869dd14)

* Trait Add Tag (#1846)

# Description

Added TraitAddTag Function, which for example can be used to add
Spidercraft to the Spinerette trait.

# Changelog

🆑
- add: TraitAddTag Function

<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit

- **New Features**
- Entities now receive automatic tag assignments at spawn, enhancing the
system's trait interaction and overall categorization capabilities.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->

---------

Signed-off-by: Raikyr0 <Kurohana@hotmail.com.au>
Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
(cherry picked from commit b1acdc4017dc1181b7f557351e82ef1df93635c2)

* Automatic Changelog Update (#1846)

(cherry picked from commit 9622d443d5308eda14231c3b3bb3130884465272)

* Arachne SpiderCrafting (#1847)

# Description

Added SpiderCraft Tag to Arachne

# Changelog

🆑
- add: Added SpiderCraft to Arachne

<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->

## Summary by CodeRabbit

- **New Features**
- Introduced a new "SpiderCraft" classification for the Urist McArachne
entity, expanding its behavior and interactions related to
spider-specific mechanisms.

<!-- end of auto-generated comment: release notes by coderabbit.ai -->

---------

Signed-off-by: Raikyr0 <Kurohana@hotmail.com.au>
Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
(cherry picked from commit ff4146f879d397993eee22a2a4807e986e404641)

* Automatic Changelog Update (#1847)

(cherry picked from commit 91d40483c2c49f86d7b2609a5ac9cd7b30d16c00)

* Add Centcom Disabler (#1845)

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# Description

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it self recharges a bit. It's also green. It's also a steal target,
because it's green.

I noticed the Nanotrasen Representative has a disabler in his locker by
default, but does not get to pick one in a loadout. I figured I'd remedy
this, by giving him a shiny green Disabler that slightly recharges on
its own.

It deals the same stamina damage as the normal Disabler. The only
differences are:
- Green
- Steal Target
- Slightly higher rate of fire
- Slightly recharges itself (half as slow as the antique pistol)
- Admits Centcom doesn't trust you with lethals in its description

---

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![image](https://github.com/user-attachments/assets/e1e36ae6-8888-4d60-b946-50c90af16f9f)

![image](https://github.com/user-attachments/assets/887aa64f-53cd-4e91-bea5-23f83243bfbc)

https://github.com/user-attachments/assets/f7eaff3d-b8b9-4954-9688-fb9ef0d04588

![image](https://github.com/user-attachments/assets/15dcb85c-7675-4477-bda3-c790e26aebd6)

</p>
</details>

---

# Changelog

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🆑
- add: Added CentCom disabler as loadout option for the Nanotrasen
Representative.

<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit

- **New Features**
- Expanded loadout options for the Nanotrasen Representative role with a
dedicated weapon configuration.
- Introduced the "CentCom disabler," a new self-defense weapon option
with advanced features.
- Updated localization entries to reflect the new representative weapon
grouping.
- Added a new steal target group for the Nanotrasen representative's
weapon.
- Enhanced visual assets with updated animations and states for the new
weapon.
- Introduced new objectives related to the Nanotrasen Representative
role, enhancing gameplay experiences.
	- Added the "Nanotrasen Representative" job title to localization.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->

(cherry picked from commit 143d24951a200ab94f3e4e88d3a3a90eeb8856ca)

* Automatic Changelog Update (#1845)

(cherry picked from commit 7ca0757334ee9a1d87c9cbf1f9cc02a860ecc136)

* Plant Analyzer Port (#1849)

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# Description

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Ported directly from
https://github.com/Goob-Station/Goob-Station/pull/1685
I tweaked the sprite, and changed its usage of a Papersystem. I can't
speak for the code quality, since I didn't write it, but I'm willing to
fix things so long as I have the capability to do so.

---

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<details><summary><h1>Media</h1></summary>
<p>

![image](https://github.com/user-attachments/assets/18e93d53-9537-49fd-9dfb-b4983d2630f0)

![image](https://github.com/user-attachments/assets/91ceaaca-7441-4afc-be2e-489b00c320d4)

![image](https://github.com/user-attachments/assets/e03cc8b6-6b07-449b-918f-2eb7783dcfac)

https://github.com/user-attachments/assets/0189567a-57ca-4e9d-ba0d-74e622e1d30d

https://github.com/user-attachments/assets/25ea6100-1458-4804-98e4-5f70b6bfcd45

</p>
</details>

---

# Changelog

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🆑
- add: Port Plant Analyzer from botanySupremacist, who took it from
ian321

<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit

- **New Features**
- Introduced a comprehensive plant analyzer interface that displays
detailed plant health, tray data, and environmental conditions.
- Added an in-game report printing feature for easy access to analysis
results.

- **Enhancements**
  - Refined yield calculations and plant metabolism behaviors.
- Integrated the analyzer item into crafting recipes, vending machines,
and locker inventories.
- Expanded localization for clearer, user-friendly plant analysis
information.
  - Added new localization strings for printer status feedback.
- Introduced new classes and messages for improved data handling and
user interaction within the plant analyzer system.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->

---------

Signed-off-by: Timfa <timfalken@hotmail.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
(cherry picked from commit 47a55408ad92af463159dea3325edd0c9c9611ce)

* Automatic Changelog Update (#1849)

(cherry picked from commit 4da1efdfd293d5df1c8bd889c621eea94ed5fed8)

* Mind Role Entities (#31318)

* Mind Role Entities wip

* headrev count fix

* silicon stuff, cleanup

* exclusive antag config, cleanup

* jobroleadd overwerite

* logging stuff

* MindHasRole cleanup, admin log stuff

* last second cleanup

* ocd

* minor cleanup

* remove createdTime datafield

* now actually using the event replacement I made for role time tracking

* weh

(cherry picked from commit 24fae223e698b09cf9928c4a0f2f1dc774f266ab)

* Fix error

(cherry picked from commit d33bf89a62ae2f5d51f3af01b4ae2ef54341b5c5)

* Update SharedContentIoC.cs

(cherry picked from commit a50fed2fee56b57d0507a58ebf7bc13de82ad9d2)

* dragon antag refactor (#28217)

* remove dragon system usage of GenericAntag

* add AntagRandomSpawn for making antags spawn at a random tile

* add AntagSpawner to make an antag spawner just spawn an entity

* add antag prototype for dragon since it never had one

* make dragon spawner a GhostRoleAntagSpawner, remove GenericAntag

* make dragon rule use AntagSelection and stuff

* remove dragon GenericAntag rule

* add back to spawn menu

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>
(cherry picked from commit c0a56377bc5b9563de973d04f92d7d6923ca9145)

* Cultist Mind Roles

(cherry picked from commit 585e26103a67cc2bd185faaa468ddc5840a8e9c3)

* Update midround.yml

(cherry picked from commit b78d24ce6bb7f8cb4a85a89f6f974fbce1d83055)

* Update ghost_roles.yml

(cherry picked from commit 22df7509b5c5113afc8f1ba168223b0756de5d47)

* Solarian Alliance Content (#1851)

# Description

This PR acts as a proper introduction to players for the Sol Aliance
faction, a major antagonist group from my old home server's lore. To do
so, I've ported a large number of assets from Aurora.3 to this repo, as
well as created a new Midround Antagonist called "Deserters", which
shows off this group to players.

<details><summary><h1>Media</h1></summary>
<p>

![image](https://github.com/user-attachments/assets/c57f48d7-ecf9-4099-998f-4ea3e3e95008)

![image](https://github.com/user-attachments/assets/b0fcd092-4072-4c2f-a61d-9118bc1ab140)

![image](https://github.com/user-attachments/assets/9fc2049f-1197-4eb8-93ea-7c2be2531085)

</p>
</details>

# Changelog

🆑
- add: A new Midround Antagonist has been added to the game. The
"Solarian Deserters" are a group of highly trained soldiers who haven't
been paid for far too long, whom have come to the station to loot it for
everything valuable.
- add: Lore guidebook entry for the Solarian Alliance, a majorly
antagonistic faction.

<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit

- **New Features**
- Introduced the "Solarian Navy Deserter" role with detailed
localization, objectives, and traits.
- Launched a dynamic shuttle event featuring interactive elements like
secure doors, turret defenses, and specialized equipment.
- Expanded gameplay with new storage options, tactical helmets,
uniforms, identification cards, and door access tailored for the Sol
Alliance.
- Added a new NPC faction and game events enhancing combat and role-play
dynamics.
- Introduced various clothing items and uniforms associated with the Sol
Alliance, including tactical gear and dress uniforms.
- Added new metadata and structured entries for various clothing and
equipment assets.

- **Documentation**
- Enriched lore and guidebook entries with expanded nation details,
emphasizing the Solarian Alliance.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->

---------

Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
(cherry picked from commit 6d919038f3845bb4008a17e1d068196779162f4a)

* Automatic Changelog Update (#1851)

(cherry picked from commit ffaf99ca4b01e63f6bb98731e630f066fad25909)

* Supermatter Atmos Mapping Assets (#1859)

# Description

This adds "High Flow" variants of all existing atmos devices, which are
useful for supermatter engines. I also added the ability for
FixAtmosMarkers to optionally accept a gas mixture directly, as opposed
to the stupid hardcoded gas mixes that they were limited to using
previously.

# Changelog

🆑
- add: Added high pressure variants of atmos devices intended for
supermatter engines.
- add: Added engineering locked high security doors, also for use in
supermatter engines.
- add: Fix Atmos markers can now accept a gas mixture directly for
modifying their tile.

<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit

- **New Features**
- Enhanced atmospheric commands now dynamically use specific gas
mixtures for more flexible performance.
- Introduced a new supermatter coolant entity, offering an alternative
liquid nitrogen-like option.
- Added several high-pressure and high-flow gas components, including
pumps, filters, mixers, vents, and injectors.
- Updated map elements by refining door access prototypes and labels for
improved in-game clarity.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->

(cherry picked from commit b9c3c8b366c15b5f09cfd641c90b09254f06de94)

* Automatic Changelog Update (#1859)

(cherry picked from commit 468a263863f17772e6233032e5099d6c83764616)

* Rerotate Arena (#1853)

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# Description

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Rerotates Arena. Adds an AI satellite, and maps a few station maps,
cameras, and psionic registry computers.
Adds myself as the maintainer for it. Do note that I am still learning
how to map. Please state any changes that is wished to be seen before it
is ready to merge.
It is 3AM, I need sleep.

---

# TODO

<!--
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You probably won't have to complete everything before merging but it's
good to leave future references
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- [x] Space cleanup
- [x] Psionic Registry Computers
- [x] AI Satellite & Related Stuff

---

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<details><summary><h1>Media</h1></summary>
<p>

![Arena](https://github.com/user-attachments/assets/883ce04f-70c4-4628-8b2c-2ad75439421a)

</p>
</details>

---

# Changelog

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🆑
- add: Arena is back

<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->

## Summary by CodeRabbit

- **New Features**
- The Arena map is now reactivated with updated configurations and
active maintenance.
- Enhanced gameplay details and role assignments have been enabled for a
more engaging experience.
- The configuration for the Arena map has been fully activated,
including various roles and attributes.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->

(cherry picked from commit 534a058eb489ceb4abaadac7e4943ed2baaa8c67)

* Automatic Changelog Update (#1853)

(cherry picked from commit 3b30c0a1fe8dc5e10c3cb0536e26d101893663a2)

* Port Grab Intent From Goob (#1856)

# Description
After months, Grab intent is finally ported to EE, as a result of a 4
hour Adderall induced code binge.

##  This PR is more shit than code.
Required for CQC, an attempt to port that will come later.
@Erisfiregamer1 requires this for
[Changelings](https://github.com/Simple-Station/Einstein-Engines/pull/1855).

Thanks to Gus for the Goobstation pr, and to Spatison for the original
port on WWDP
Tests on my local repo worked.
# TODO
* [ ]  Await review
* [ ]  pain

# Media

![dqt2naw4ox651](https://github.com/user-attachments/assets/9a97cea7-d2c8-47df-85e1-de243409bbe6)
# Changelog
🆑 Eagle

* add: Ported Grab Intent from Goobstation

<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit

- **New Features**
- Enhanced pulling and grabbing interactions now feature multiple stages
that impact how actions and collisions feel.
- Virtual item handling during throws and drops has been refined for
more dynamic in-game outcomes.
- Alert visuals have been updated to provide nuanced feedback depending
on the intensity of pulls and grabs.
- Player movement and breathing mechanics have been fine-tuned for more
realistic behavior.
- New localization strings deliver clearer, context-sensitive
notifications for grab-related actions.
- Introduced a new component and system for managing entities thrown
while grabbed, including damage handling and visual effects.
- New event classes enhance interaction handling for virtual items
during grabbing actions.

- **Bug Fixes**
- Improved logic for stopping pull actions to ignore grab states when
necessary.

- **Chores**
- Added metadata for new textures related to alerts in the user
interface.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->

---------

Co-authored-by: VMSolidus <evilexecutive@gmail.com>
(cherry picked from commit 18722e86f3190632026127af111dcc0d10d4af49)

* Automatic Changelog Update (#1856)

(cherry picked from commit 309ab74013fed2be64d9fb0457631210d860644b)

* Port Role Types (#1860)

Ports https://github.com/space-wizards/space-station-14/pull/33420

This is the last requirement before we can start mass-porting new
antags.

<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit

- **New Features**
- Enhanced role displays in player and character interfaces with a new
"Role Type" column.
  - Updated admin overlay options, including a classic antagonist label.
- Expanded ghost role behaviors for various entities, offering more
dynamic gameplay.
- New localization entries for role types and UI settings for sounds and
layout customization.
- Added new mind roles and role types, improving role management and
gameplay interactions.
- Introduced new events for player spawning processes to enhance
gameplay scenarios.

- **Refactor**
- Streamlined role management and update processes for improved
reliability and performance.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->

---------

Co-authored-by: Errant <35878406+Errant-4@users.noreply.github.com>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
Co-authored-by: DrSmugleaf <drsmugleaf@gmail.com>
(cherry picked from commit e10c51cdb39845ed1f2bb9b08f0b226cefbd402e)

* Rock And Stone

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# Description

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Ports Lavaland and required systems from Goobstation.

---

# TODO

<!--
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You probably won't have to complete everything before merging but it's
good to leave future references
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- [X] Port over _Lavaland
- [x] Port over required codepatches
- [-] Test locally (Should be fine)
- [X] Pass tests

---

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-->

<details><summary><h1>Media</h1></summary>
<p>

![No](https://github.com/user-attachments/assets/cfede61a-80c9-4ecd-9473-5170d080ac34)

</p>
</details>

---

# Changelog

<!--
You can add an author after the `🆑` to change the name that appears
in the changelog (ex: `🆑 Death`)
Leaving it blank will default to your GitHub display name
This includes all available types for the changelog
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🆑
- add: Lavaland has been ported!

<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit

- **New Features**
- Introduced a dynamic mining voucher interface allowing players to
redeem various mining kits.
- Enhanced shuttle docking systems with an updated console interface for
smoother FTL transitions.
- Added immersive boss music management for enhanced in-game boss
encounters.
- Expanded Lavaland gameplay with new procedural map generation, weather
events, and storm scheduling.
- Integrated new interactive commands and UI improvements for advanced
weapon upgrades, Hierophant boss actions, and research features.
- Added new components and systems for managing various gameplay
elements, including damage squares, tendrils, and block charges.
- Implemented new localization entries for improved player experience
across various game features.
- Introduced new components for managing mining vendors and vouchers,
enhancing the interaction with mining kits.
- Added a new system for managing the deployment of shelter capsules in
the Lavaland environment.

- **Tests**
- Added integration tests to validate Lavaland planet generation and map
initialization.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->

---------

Co-authored-by: VMSolidus <evilexecutive@gmail.com>

(cherry picked from commit f2f5d4610db795a124b37780230eec5d5ca0264a)

* Automatic Changelog Update (#1844)

(cherry picked from commit 990878b9ed60b4e22388038b63714ec2dc693bbf)

* fixs

* fix

* fuck

---------

Co-authored-by: Tonk-GCR <190437025+Tonk-GCR@users.noreply.github.com>
Co-authored-by: SimpleStation Changelogs <SimpleStation14@users.noreply.github.com>
Co-authored-by: Raikyr0 <kurohana@hotmail.com.au>
Co-authored-by: SixplyDev <einlichen@gmail.com>
Co-authored-by: Timfa <timfalken@hotmail.com>
Co-authored-by: Errant <35878406+errant-4@users.noreply.github.com>
Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: astriloqua <129308840+astriloqua@users.noreply.github.com>
Co-authored-by: Eagle-0 <114363363+Eagle-0@users.noreply.github.com>
Co-authored-by: Eris <eris@erisws.com>
2025-03-03 18:02:48 +02:00

852 lines
30 KiB
C#

using System.Linq;
using Content.Server.Announcements;
using Content.Server.Discord;
using Content.Server.GameTicking.Events;
using Content.Server.Ghost;
using Content.Server.Maps;
using Content.Server.Roles;
using Content.Shared.CCVar;
using Content.Shared.Database;
using Content.Shared.GameTicking;
using Content.Shared.Mind;
using Content.Shared.Players;
using Content.Shared.Preferences;
using JetBrains.Annotations;
using Prometheus;
using Robust.Server.Maps;
using Robust.Shared.Asynchronous;
using Robust.Shared.Audio;
using Robust.Shared.Map;
using Robust.Shared.Network;
using Robust.Shared.Player;
using Robust.Shared.Random;
using Robust.Shared.Utility;
using Content.Server.Announcements.Systems;
namespace Content.Server.GameTicking
{
public sealed partial class GameTicker
{
[Dependency] private readonly DiscordWebhook _discord = default!;
[Dependency] private readonly RoleSystem _role = default!;
[Dependency] private readonly ITaskManager _taskManager = default!;
[Dependency] private readonly AnnouncerSystem _announcer = default!;
private static readonly Counter RoundNumberMetric = Metrics.CreateCounter(
"ss14_round_number",
"Round number.");
private static readonly Gauge RoundLengthMetric = Metrics.CreateGauge(
"ss14_round_length",
"Round length in seconds.");
#if EXCEPTION_TOLERANCE
[ViewVariables]
private int _roundStartFailCount = 0;
#endif
[ViewVariables]
private bool _startingRound;
[ViewVariables]
private GameRunLevel _runLevel;
private RoundEndMessageEvent.RoundEndPlayerInfo[]? _replayRoundPlayerInfo;
private string? _replayRoundText;
[ViewVariables]
public GameRunLevel RunLevel
{
get => _runLevel;
private set
{
// Game admins can run `restartroundnow` while still in-lobby, which'd break things with this check.
// if (_runLevel == value) return;
var old = _runLevel;
_runLevel = value;
RaiseLocalEvent(new GameRunLevelChangedEvent(old, value));
}
}
/// <summary>
/// Returns true if the round's map is eligible to be updated.
/// </summary>
/// <returns></returns>
public bool CanUpdateMap()
{
return RunLevel == GameRunLevel.PreRoundLobby &&
_roundStartTime - RoundPreloadTime > _gameTiming.CurTime;
}
/// <summary>
/// Loads all the maps for the given round.
/// </summary>
/// <remarks>
/// Must be called before the runlevel is set to InRound.
/// </remarks>
private void LoadMaps()
{
if (_mapManager.MapExists(DefaultMap))
return;
AddGamePresetRules();
DefaultMap = _mapManager.CreateMap();
_mapManager.AddUninitializedMap(DefaultMap);
var maps = new List<GameMapPrototype>();
// the map might have been force-set by something
// (i.e. votemap or forcemap)
var mainStationMap = _gameMapManager.GetSelectedMap();
if (mainStationMap == null)
{
// otherwise set the map using the config rules
_gameMapManager.SelectMapByConfigRules();
mainStationMap = _gameMapManager.GetSelectedMap();
}
// Small chance the above could return no map.
// ideally SelectMapByConfigRules will always find a valid map
if (mainStationMap != null)
{
maps.Add(mainStationMap);
}
else
{
throw new Exception("invalid config; couldn't select a valid station map!");
}
if (CurrentPreset?.MapPool != null &&
_prototypeManager.TryIndex<GameMapPoolPrototype>(CurrentPreset.MapPool, out var pool) &&
!pool.Maps.Contains(mainStationMap.ID))
{
var msg = Loc.GetString("game-ticker-start-round-invalid-map",
("map", mainStationMap.MapName),
("mode", Loc.GetString(CurrentPreset.ModeTitle)));
Log.Debug(msg);
SendServerMessage(msg);
}
// Let game rules dictate what maps we should load.
RaiseLocalEvent(new LoadingMapsEvent(maps));
foreach (var map in maps)
{
var toLoad = DefaultMap;
if (maps[0] != map)
{
// Create other maps for the others since we need to.
toLoad = _mapManager.CreateMap();
_mapManager.AddUninitializedMap(toLoad);
}
LoadGameMap(map, toLoad, null);
}
}
/// <summary>
/// Loads a new map, allowing systems interested in it to handle loading events.
/// In the base game, this is required to be used if you want to load a station.
/// </summary>
/// <param name="map">Game map prototype to load in.</param>
/// <param name="targetMapId">Map to load into.</param>
/// <param name="loadOptions">Map loading options, includes offset.</param>
/// <param name="stationName">Name to assign to the loaded station.</param>
/// <returns>All loaded entities and grids.</returns>
public IReadOnlyList<EntityUid> LoadGameMap(GameMapPrototype map, MapId targetMapId, MapLoadOptions? loadOptions, string? stationName = null)
{
// Okay I specifically didn't set LoadMap here because this is typically called onto a new map.
// whereas the command can also be used on an existing map.
var loadOpts = loadOptions ?? new MapLoadOptions();
var ev = new PreGameMapLoad(targetMapId, map, loadOpts);
RaiseLocalEvent(ev);
var gridIds = _map.LoadMap(targetMapId, ev.GameMap.MapPath.ToString(), ev.Options);
_metaData.SetEntityName(_mapManager.GetMapEntityId(targetMapId), $"station map - {map.MapName}");
var gridUids = gridIds.ToList();
RaiseLocalEvent(new PostGameMapLoad(map, targetMapId, gridUids, stationName));
return gridUids;
}
public int ReadyPlayerCount()
{
var total = 0;
foreach (var (userId, status) in _playerGameStatuses)
{
if (LobbyEnabled && status == PlayerGameStatus.NotReadyToPlay)
continue;
if (!_playerManager.TryGetSessionById(userId, out _))
continue;
if (_banManager.GetRoleBans(userId) == null)
continue;
total++;
}
return total;
}
public void StartRound(bool force = false)
{
#if EXCEPTION_TOLERANCE
try
{
#endif
// If this game ticker is a dummy or the round is already being started, do nothing!
if (DummyTicker || _startingRound)
return;
_startingRound = true;
if (RoundId == 0)
IncrementRoundNumber();
ReplayStartRound();
DebugTools.Assert(RunLevel == GameRunLevel.PreRoundLobby);
_sawmill.Info("Starting round!");
SendServerMessage(Loc.GetString("game-ticker-start-round"));
var readyPlayers = new List<ICommonSession>();
var readyPlayerProfiles = new Dictionary<NetUserId, HumanoidCharacterProfile>();
var autoDeAdmin = _cfg.GetCVar(CCVars.AdminDeadminOnJoin);
foreach (var (userId, status) in _playerGameStatuses)
{
if (LobbyEnabled && status != PlayerGameStatus.ReadyToPlay) continue;
if (!_playerManager.TryGetSessionById(userId, out var session)) continue;
if (autoDeAdmin && _adminManager.IsAdmin(session))
{
_adminManager.DeAdmin(session);
}
#if DEBUG
DebugTools.Assert(_userDb.IsLoadComplete(session), $"Player was readied up but didn't have user DB data loaded yet??");
#endif
readyPlayers.Add(session);
HumanoidCharacterProfile profile;
if (_prefsManager.TryGetCachedPreferences(userId, out var preferences))
{
profile = (HumanoidCharacterProfile) preferences.GetProfile(preferences.SelectedCharacterIndex);
}
else
{
profile = HumanoidCharacterProfile.Random();
}
readyPlayerProfiles.Add(userId, profile);
}
DebugTools.AssertEqual(readyPlayers.Count, ReadyPlayerCount());
// Just in case it hasn't been loaded previously we'll try loading it.
LoadMaps();
// map has been selected so update the lobby info text
// applies to players who didn't ready up
UpdateInfoText();
StartGamePresetRules();
RoundLengthMetric.Set(0);
var startingEvent = new RoundStartingEvent(RoundId);
RaiseLocalEvent(startingEvent);
var origReadyPlayers = readyPlayers.ToArray();
if (!StartPreset(origReadyPlayers, force))
{
_startingRound = false;
return;
}
// MapInitialize *before* spawning players, our codebase is too shit to do it afterwards...
_mapManager.DoMapInitialize(DefaultMap);
SpawnPlayers(readyPlayers, readyPlayerProfiles, force);
_roundStartDateTime = DateTime.UtcNow;
RunLevel = GameRunLevel.InRound;
RoundStartTimeSpan = _gameTiming.CurTime;
SendStatusToAll();
ReqWindowAttentionAll();
UpdateLateJoinStatus();
AnnounceRound();
UpdateInfoText();
SendRoundStartedDiscordMessage();
RaiseLocalEvent(new RoundStartedEvent(RoundId));
#if EXCEPTION_TOLERANCE
}
catch (Exception e)
{
_roundStartFailCount++;
if (RoundStartFailShutdownCount > 0 && _roundStartFailCount >= RoundStartFailShutdownCount)
{
_sawmill.Fatal($"Failed to start a round {_roundStartFailCount} time(s) in a row... Shutting down!");
_runtimeLog.LogException(e, nameof(GameTicker));
_baseServer.Shutdown("Restarting server");
return;
}
_sawmill.Error($"Exception caught while trying to start the round! Restarting round...");
_runtimeLog.LogException(e, nameof(GameTicker));
_startingRound = false;
RestartRound();
return;
}
// Round started successfully! Reset counter...
_roundStartFailCount = 0;
#endif
_startingRound = false;
}
private void RefreshLateJoinAllowed()
{
var refresh = new RefreshLateJoinAllowedEvent();
RaiseLocalEvent(refresh);
DisallowLateJoin = refresh.DisallowLateJoin;
}
public void EndRound(string text = "")
{
// If this game ticker is a dummy, do nothing!
if (DummyTicker)
return;
DebugTools.Assert(RunLevel == GameRunLevel.InRound);
_sawmill.Info("Ending round!");
RunLevel = GameRunLevel.PostRound;
try
{
ShowRoundEndScoreboard(text);
}
catch (Exception e)
{
Log.Error($"Error while showing round end scoreboard: {e}");
}
try
{
SendRoundEndDiscordMessage();
}
catch (Exception e)
{
Log.Error($"Error while sending round end Discord message: {e}");
}
}
public void ShowRoundEndScoreboard(string text = "")
{
// Log end of round
_adminLogger.Add(LogType.EmergencyShuttle, LogImpact.High, $"Round ended, showing summary");
//Tell every client the round has ended.
var gamemodeTitle = CurrentPreset != null ? Loc.GetString(CurrentPreset.ModeTitle) : string.Empty;
// Let things add text here.
var textEv = new RoundEndTextAppendEvent();
RaiseLocalEvent(textEv);
var roundEndText = $"{text}\n{textEv.Text}";
//Get the timespan of the round.
var roundDuration = RoundDuration();
//Generate a list of basic player info to display in the end round summary.
var listOfPlayerInfo = new List<RoundEndMessageEvent.RoundEndPlayerInfo>();
// Grab the great big book of all the Minds, we'll need them for this.
var allMinds = EntityQueryEnumerator<MindComponent>();
var pvsOverride = _configurationManager.GetCVar(CCVars.RoundEndPVSOverrides);
while (allMinds.MoveNext(out var mindId, out var mind))
{
// TODO don't list redundant observer roles?
// I.e., if a player was an observer ghost, then a hamster ghost role, maybe just list hamster and not
// the observer role?
var userId = mind.UserId ?? mind.OriginalOwnerUserId;
var connected = false;
var observer = _role.MindHasRole<ObserverRoleComponent>(mindId);
// Continuing
if (userId != null && _playerManager.ValidSessionId(userId.Value))
{
connected = true;
}
ContentPlayerData? contentPlayerData = null;
if (userId != null && _playerManager.TryGetPlayerData(userId.Value, out var playerData))
{
contentPlayerData = playerData.ContentData();
}
// Finish
var antag = _roles.MindIsAntagonist(mindId);
var playerIcName = "Unknown";
if (mind.CharacterName != null)
playerIcName = mind.CharacterName;
else if (mind.CurrentEntity != null && TryName(mind.CurrentEntity.Value, out var icName))
playerIcName = icName;
if (TryGetEntity(mind.OriginalOwnedEntity, out var entity) && pvsOverride)
{
_pvsOverride.AddGlobalOverride(GetNetEntity(entity.Value), recursive: true);
}
var roles = _roles.MindGetAllRoleInfo(mindId);
var playerEndRoundInfo = new RoundEndMessageEvent.RoundEndPlayerInfo()
{
// Note that contentPlayerData?.Name sticks around after the player is disconnected.
// This is as opposed to ply?.Name which doesn't.
PlayerOOCName = contentPlayerData?.Name ?? "(IMPOSSIBLE: REGISTERED MIND WITH NO OWNER)",
// Character name takes precedence over current entity name
PlayerICName = playerIcName,
PlayerGuid = userId,
PlayerNetEntity = GetNetEntity(entity),
Role = antag
? roles.First(role => role.Antagonist).Name
: roles.FirstOrDefault().Name ?? Loc.GetString("game-ticker-unknown-role"),
Antag = antag,
JobPrototypes = roles.Where(role => !role.Antagonist).Select(role => role.Prototype).ToArray(),
AntagPrototypes = roles.Where(role => role.Antagonist).Select(role => role.Prototype).ToArray(),
Observer = observer,
Connected = connected
};
listOfPlayerInfo.Add(playerEndRoundInfo);
}
// This ordering mechanism isn't great (no ordering of minds) but functions
var listOfPlayerInfoFinal = listOfPlayerInfo.OrderBy(pi => pi.PlayerOOCName).ToArray();
var sound = RoundEndSoundCollection == null ? null : _audio.GetSound(new SoundCollectionSpecifier(RoundEndSoundCollection));
var roundEndMessageEvent = new RoundEndMessageEvent(
gamemodeTitle,
roundEndText,
roundDuration,
RoundId,
listOfPlayerInfoFinal.Length,
listOfPlayerInfoFinal,
sound
);
RaiseNetworkEvent(roundEndMessageEvent);
RaiseLocalEvent(roundEndMessageEvent);
_replayRoundPlayerInfo = listOfPlayerInfoFinal;
_replayRoundText = roundEndText;
RaiseLocalEvent(new RoundEndedEvent(RoundId, roundDuration));
}
private async void SendRoundEndDiscordMessage()
{
try
{
if (_webhookIdentifier == null)
return;
var duration = RoundDuration();
var content = Loc.GetString("discord-round-notifications-end",
("id", RoundId),
("hours", Math.Truncate(duration.TotalHours)),
("minutes", duration.Minutes),
("seconds", duration.Seconds));
var payload = new WebhookPayload { Content = content };
await _discord.CreateMessage(_webhookIdentifier.Value, payload);
if (DiscordRoundEndRole == null)
return;
content = Loc.GetString("discord-round-notifications-end-ping", ("roleId", DiscordRoundEndRole));
payload = new WebhookPayload { Content = content };
payload.AllowedMentions.AllowRoleMentions();
await _discord.CreateMessage(_webhookIdentifier.Value, payload);
}
catch (Exception e)
{
Log.Error($"Error while sending discord round end message:\n{e}");
}
}
public void RestartRound()
{
// If this game ticker is a dummy, do nothing!
if (DummyTicker)
return;
ReplayEndRound();
// Handle restart for server update
if (_serverUpdates.RoundEnded())
return;
_sawmill.Info("Restarting round!");
SendServerMessage(Loc.GetString("game-ticker-restart-round"));
RoundNumberMetric.Inc();
PlayersJoinedRoundNormally = 0;
RunLevel = GameRunLevel.PreRoundLobby;
RandomizeLobbyBackground();
ResettingCleanup();
IncrementRoundNumber();
SendRoundStartingDiscordMessage();
if (!LobbyEnabled)
{
StartRound();
}
else
{
if (_playerManager.PlayerCount == 0)
_roundStartCountdownHasNotStartedYetDueToNoPlayers = true;
else
_roundStartTime = _gameTiming.CurTime + LobbyDuration;
SendStatusToAll();
UpdateInfoText();
ReqWindowAttentionAll();
}
}
private async void SendRoundStartingDiscordMessage()
{
try
{
if (_webhookIdentifier == null)
return;
var content = Loc.GetString("discord-round-notifications-new");
var payload = new WebhookPayload { Content = content };
await _discord.CreateMessage(_webhookIdentifier.Value, payload);
}
catch (Exception e)
{
Log.Error($"Error while sending discord round starting message:\n{e}");
}
}
/// <summary>
/// Cleanup that has to run to clear up anything from the previous round.
/// Stuff like wiping the previous map clean.
/// </summary>
private void ResettingCleanup()
{
// Move everybody currently in the server to lobby.
foreach (var player in _playerManager.Sessions)
{
PlayerJoinLobby(player);
}
// Round restart cleanup event, so entity systems can reset.
var ev = new RoundRestartCleanupEvent();
RaiseLocalEvent(ev);
// So clients' entity systems can clean up too...
RaiseNetworkEvent(ev);
EntityManager.FlushEntities();
_mapManager.Restart();
_banManager.Restart();
_gameMapManager.ClearSelectedMap();
// Clear up any game rules.
ClearGameRules();
CurrentPreset = null;
_allPreviousGameRules.Clear();
DisallowLateJoin = false;
_playerGameStatuses.Clear();
foreach (var session in _playerManager.Sessions)
_playerGameStatuses[session.UserId] = LobbyEnabled ? PlayerGameStatus.NotReadyToPlay : PlayerGameStatus.ReadyToPlay;
}
public bool DelayStart(TimeSpan time)
{
if (_runLevel != GameRunLevel.PreRoundLobby)
return false;
_roundStartTime += time;
RaiseNetworkEvent(new TickerLobbyCountdownEvent(_roundStartTime, Paused));
_chatManager.DispatchServerAnnouncement(Loc.GetString("game-ticker-delay-start", ("seconds", time.TotalSeconds)));
return true;
}
private void UpdateRoundFlow(float frameTime)
{
if (RunLevel == GameRunLevel.InRound)
{
RoundLengthMetric.Inc(frameTime);
}
if (_roundStartTime == TimeSpan.Zero ||
RunLevel != GameRunLevel.PreRoundLobby ||
Paused ||
_roundStartTime - RoundPreloadTime > _gameTiming.CurTime ||
_roundStartCountdownHasNotStartedYetDueToNoPlayers)
{
return;
}
if (_roundStartTime < _gameTiming.CurTime)
{
StartRound();
}
// Preload maps so we can start faster
else if (_roundStartTime - RoundPreloadTime < _gameTiming.CurTime)
{
LoadMaps();
}
}
public TimeSpan RoundDuration()
{
return _gameTiming.CurTime.Subtract(RoundStartTimeSpan);
}
private void AnnounceRound()
{
if (CurrentPreset == null) return;
var options = _prototypeManager.EnumeratePrototypes<RoundAnnouncementPrototype>().ToList();
if (options.Count == 0)
return;
var proto = _robustRandom.Pick(options);
_announcer.SendAnnouncement(_announcer.GetAnnouncementId(proto.ID), Filter.Broadcast(),
proto.Message ?? "game-ticker-welcome-to-the-station");
}
private async void SendRoundStartedDiscordMessage()
{
try
{
if (_webhookIdentifier == null)
return;
var mapName = _gameMapManager.GetSelectedMap()?.MapName ?? Loc.GetString("discord-round-notifications-unknown-map");
var content = Loc.GetString("discord-round-notifications-started", ("id", RoundId), ("map", mapName));
var payload = new WebhookPayload { Content = content };
await _discord.CreateMessage(_webhookIdentifier.Value, payload);
}
catch (Exception e)
{
Log.Error($"Error while sending discord round start message:\n{e}");
}
}
}
public enum GameRunLevel
{
PreRoundLobby = 0,
InRound = 1,
PostRound = 2
}
public sealed class GameRunLevelChangedEvent
{
public GameRunLevel Old { get; }
public GameRunLevel New { get; }
public GameRunLevelChangedEvent(GameRunLevel old, GameRunLevel @new)
{
Old = old;
New = @new;
}
}
/// <summary>
/// Event raised before maps are loaded in pre-round setup.
/// Contains a list of game map prototypes to load; modify it if you want to load different maps,
/// for example as part of a game rule.
/// </summary>
[PublicAPI]
public sealed class LoadingMapsEvent : EntityEventArgs
{
public List<GameMapPrototype> Maps;
public LoadingMapsEvent(List<GameMapPrototype> maps)
{
Maps = maps;
}
}
/// <summary>
/// Event raised before the game loads a given map.
/// This event is mutable, and load options should be tweaked if necessary.
/// </summary>
/// <remarks>
/// You likely want to subscribe to this after StationSystem.
/// </remarks>
[PublicAPI]
public sealed class PreGameMapLoad : EntityEventArgs
{
public readonly MapId Map;
public GameMapPrototype GameMap;
public MapLoadOptions Options;
public PreGameMapLoad(MapId map, GameMapPrototype gameMap, MapLoadOptions options)
{
Map = map;
GameMap = gameMap;
Options = options;
}
}
/// <summary>
/// Event raised after the game loads a given map.
/// </summary>
/// <remarks>
/// You likely want to subscribe to this after StationSystem.
/// </remarks>
[PublicAPI]
public sealed class PostGameMapLoad : EntityEventArgs
{
public readonly GameMapPrototype GameMap;
public readonly MapId Map;
public readonly IReadOnlyList<EntityUid> Grids;
public readonly string? StationName;
public PostGameMapLoad(GameMapPrototype gameMap, MapId map, IReadOnlyList<EntityUid> grids, string? stationName)
{
GameMap = gameMap;
Map = map;
Grids = grids;
StationName = stationName;
}
}
/// <summary>
/// Event raised to refresh the late join status.
/// If you want to disallow late joins, listen to this and call Disallow.
/// </summary>
public sealed class RefreshLateJoinAllowedEvent
{
public bool DisallowLateJoin { get; private set; } = false;
public void Disallow()
{
DisallowLateJoin = true;
}
}
/// <summary>
/// Attempt event raised on round start.
/// This can be listened to by GameRule systems to cancel round start if some condition is not met, like player count.
/// </summary>
public sealed class RoundStartAttemptEvent : CancellableEntityEventArgs
{
public ICommonSession[] Players { get; }
public bool Forced { get; }
public RoundStartAttemptEvent(ICommonSession[] players, bool forced)
{
Players = players;
Forced = forced;
}
}
/// <summary>
/// Event raised before readied up players are spawned and given jobs by the GameTicker.
/// You can use this to spawn people off-station, like in the case of nuke ops or wizard.
/// Remove the players you spawned from the PlayerPool and call <see cref="GameTicker.PlayerJoinGame"/> on them.
/// </summary>
public sealed class RulePlayerSpawningEvent
{
/// <summary>
/// Pool of players to be spawned.
/// If you want to handle a specific player being spawned, remove it from this list and do what you need.
/// </summary>
/// <remarks>If you spawn a player by yourself from this event, don't forget to call <see cref="GameTicker.PlayerJoinGame"/> on them.</remarks>
public List<ICommonSession> PlayerPool { get; }
public IReadOnlyDictionary<NetUserId, HumanoidCharacterProfile> Profiles { get; }
public bool Forced { get; }
public RulePlayerSpawningEvent(List<ICommonSession> playerPool, IReadOnlyDictionary<NetUserId, HumanoidCharacterProfile> profiles, bool forced)
{
PlayerPool = playerPool;
Profiles = profiles;
Forced = forced;
}
}
/// <summary>
/// Event raised after players were assigned jobs by the GameTicker and have been spawned in.
/// You can give on-station people special roles by listening to this event.
/// </summary>
public sealed class RulePlayerJobsAssignedEvent
{
public ICommonSession[] Players { get; }
public IReadOnlyDictionary<NetUserId, HumanoidCharacterProfile> Profiles { get; }
public bool Forced { get; }
public RulePlayerJobsAssignedEvent(ICommonSession[] players, IReadOnlyDictionary<NetUserId, HumanoidCharacterProfile> profiles, bool forced)
{
Players = players;
Profiles = profiles;
Forced = forced;
}
}
/// <summary>
/// Event raised to allow subscribers to add text to the round end summary screen.
/// </summary>
public sealed class RoundEndTextAppendEvent
{
private bool _doNewLine;
/// <summary>
/// Text to display in the round end summary screen.
/// </summary>
public string Text { get; private set; } = string.Empty;
/// <summary>
/// Invoke this method to add text to the round end summary screen.
/// </summary>
/// <param name="text"></param>
public void AddLine(string text)
{
if (_doNewLine)
Text += "\n";
Text += text;
_doNewLine = true;
}
}
}