Fix suspicion round end timer, actually show it.
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@@ -0,0 +1,82 @@
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using System;
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using System.Linq;
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using Content.Server.Interfaces.GameTicking;
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using Content.Shared.GameObjects.EntitySystemMessages;
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using Content.Shared.GameTicking;
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using JetBrains.Annotations;
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using Robust.Server.Interfaces.Player;
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using Robust.Server.Player;
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using Robust.Shared.Enums;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.Timing;
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using Robust.Shared.IoC;
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#nullable enable
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namespace Content.Server.GameObjects.EntitySystems.GameMode
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{
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[UsedImplicitly]
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public sealed class SuspicionEndTimerSystem : EntitySystem, IResettingEntitySystem
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{
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[Dependency] private readonly IPlayerManager _playerManager = null!;
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[Dependency] private readonly IGameTiming _timing = null!;
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[Dependency] private readonly IGameTicker _gameTicker = null!;
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private TimeSpan? _endTime;
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public TimeSpan? EndTime
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{
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get => _endTime;
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set
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{
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_endTime = value;
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SendUpdateToAll();
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}
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}
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public override void Initialize()
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{
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base.Initialize();
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_playerManager.PlayerStatusChanged += PlayerManagerOnPlayerStatusChanged;
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}
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public override void Shutdown()
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{
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base.Shutdown();
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_playerManager.PlayerStatusChanged -= PlayerManagerOnPlayerStatusChanged;
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}
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private void PlayerManagerOnPlayerStatusChanged(object? sender, SessionStatusEventArgs e)
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{
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if (e.NewStatus == SessionStatus.InGame)
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{
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SendUpdateTimerMessage(e.Session);
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}
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}
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private void SendUpdateToAll()
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{
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foreach (var player in _playerManager.GetAllPlayers().Where(p => p.Status == SessionStatus.InGame))
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{
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SendUpdateTimerMessage(player);
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}
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}
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private void SendUpdateTimerMessage(IPlayerSession player)
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{
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var msg = new SuspicionMessages.SetSuspicionEndTimerMessage
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{
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EndTime = EndTime
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};
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EntityNetworkManager.SendSystemNetworkMessage(msg, player.ConnectedClient);
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}
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void IResettingEntitySystem.Reset()
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{
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EndTime = null;
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}
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}
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}
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@@ -0,0 +1,57 @@
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using System.Collections.Generic;
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using Content.Server.GameObjects.Components.Suspicion;
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using Content.Shared.GameTicking;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects.Systems;
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namespace Content.Server.GameObjects.EntitySystems.GameMode
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{
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[UsedImplicitly]
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public class SuspicionRoleSystem : EntitySystem, IResettingEntitySystem
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{
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private readonly HashSet<SuspicionRoleComponent> _traitors = new();
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public IReadOnlyCollection<SuspicionRoleComponent> Traitors => _traitors;
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public void AddTraitor(SuspicionRoleComponent role)
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{
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if (!_traitors.Add(role))
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{
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return;
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}
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foreach (var traitor in _traitors)
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{
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traitor.AddAlly(role);
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}
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role.SetAllies(_traitors);
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}
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public void RemoveTraitor(SuspicionRoleComponent role)
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{
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if (!_traitors.Remove(role))
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{
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return;
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}
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foreach (var traitor in _traitors)
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{
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traitor.RemoveAlly(role);
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}
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role.ClearAllies();
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}
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public override void Shutdown()
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{
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_traitors.Clear();
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base.Shutdown();
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}
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public void Reset()
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{
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_traitors.Clear();
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}
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}
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}
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