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* More Tajaran Markings (#1834) <!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Description. Adds separate eye colors to Tajaran and makes most of the markings from "Fashion Update: Earrings & Makeup" available to Tajarans --- <!-- A list of everything you have to do before this PR is "complete" You probably won't have to complete everything before merging but it's good to leave future references --> --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p>   </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 --> 🆑 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) <!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> 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 --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p>   https://github.com/user-attachments/assets/f7eaff3d-b8b9-4954-9688-fb9ef0d04588  </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 --> 🆑 - 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) <!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> 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. --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p>    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 <!-- 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 --> 🆑 - 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>    </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) <!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> 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 <!-- A list of everything you have to do before this PR is "complete" You probably won't have to complete everything before merging but it's good to leave future references --> - [x] Space cleanup - [x] Psionic Registry Computers - [x] AI Satellite & Related Stuff --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p>  </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 --> 🆑 - 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  # 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 <!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Ports Lavaland and required systems from Goobstation. --- # TODO <!-- A list of everything you have to do before this PR is "complete" You probably won't have to complete everything before merging but it's good to leave future references --> - [X] Port over _Lavaland - [x] Port over required codepatches - [-] Test locally (Should be fine) - [X] Pass tests --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p>  </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 --> 🆑 - 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>
852 lines
30 KiB
C#
852 lines
30 KiB
C#
using System.Linq;
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using Content.Server.Announcements;
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using Content.Server.Discord;
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using Content.Server.GameTicking.Events;
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using Content.Server.Ghost;
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using Content.Server.Maps;
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using Content.Server.Roles;
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using Content.Shared.CCVar;
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using Content.Shared.Database;
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using Content.Shared.GameTicking;
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using Content.Shared.Mind;
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using Content.Shared.Players;
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using Content.Shared.Preferences;
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using JetBrains.Annotations;
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using Prometheus;
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using Robust.Server.Maps;
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using Robust.Shared.Asynchronous;
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using Robust.Shared.Audio;
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using Robust.Shared.Map;
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using Robust.Shared.Network;
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using Robust.Shared.Player;
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using Robust.Shared.Random;
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using Robust.Shared.Utility;
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using Content.Server.Announcements.Systems;
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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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[Dependency] private readonly DiscordWebhook _discord = default!;
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[Dependency] private readonly RoleSystem _role = default!;
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[Dependency] private readonly ITaskManager _taskManager = default!;
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[Dependency] private readonly AnnouncerSystem _announcer = default!;
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private static readonly Counter RoundNumberMetric = Metrics.CreateCounter(
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"ss14_round_number",
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"Round number.");
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private static readonly Gauge RoundLengthMetric = Metrics.CreateGauge(
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"ss14_round_length",
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"Round length in seconds.");
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#if EXCEPTION_TOLERANCE
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[ViewVariables]
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private int _roundStartFailCount = 0;
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#endif
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[ViewVariables]
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private bool _startingRound;
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[ViewVariables]
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private GameRunLevel _runLevel;
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private RoundEndMessageEvent.RoundEndPlayerInfo[]? _replayRoundPlayerInfo;
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private string? _replayRoundText;
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[ViewVariables]
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public GameRunLevel RunLevel
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{
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get => _runLevel;
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private set
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{
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// Game admins can run `restartroundnow` while still in-lobby, which'd break things with this check.
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// if (_runLevel == value) return;
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var old = _runLevel;
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_runLevel = value;
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RaiseLocalEvent(new GameRunLevelChangedEvent(old, value));
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}
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}
|
|
|
|
/// <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;
|
|
}
|
|
}
|
|
}
|