Random events no longer start while in lobby and round ending forces current event to end (#1782)
* Random events cannot run in lobby and round ending forces events to end. * Thanks p4merge * Get rid of unused * Apply suggestions from code review Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
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@@ -1,4 +1,8 @@
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using Content.Server.StationEvents;
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using System;
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using System.Collections.Generic;
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using System.Text;
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using Content.Server.StationEvents;
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using Content.Server.Interfaces.GameTicking;
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using JetBrains.Annotations;
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using Robust.Server.Console;
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using Robust.Server.Interfaces.Player;
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@@ -9,25 +13,23 @@ using Robust.Shared.Interfaces.Reflection;
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using Robust.Shared.Interfaces.Timing;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using System;
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using System.Collections.Generic;
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using System.Text;
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using static Content.Shared.StationEvents.SharedStationEvent;
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namespace Content.Server.GameObjects.EntitySystems.StationEvents
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{
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[UsedImplicitly]
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// Somewhat based off of TG's implementation of events
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public sealed class StationEventSystem : EntitySystem
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{
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#pragma warning disable 649
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[Dependency] private readonly IServerNetManager _netManager;
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[Dependency] private readonly IPlayerManager _playerManager;
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[Dependency] private readonly IGameTicker _gameTicker;
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#pragma warning restore 649
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// Somewhat based off of TG's implementation of events
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public StationEvent CurrentEvent { get; private set; }
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public IReadOnlyCollection<StationEvent> StationEvents => _stationEvents;
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private List<StationEvent> _stationEvents = new List<StationEvent>();
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private const float MinimumTimeUntilFirstEvent = 600;
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@@ -194,7 +196,18 @@ namespace Content.Server.GameObjects.EntitySystems.StationEvents
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{
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return;
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}
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// Stop events from happening in lobby and force active event to end if the round ends
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if (_gameTicker.RunLevel != GameTicking.GameRunLevel.InRound)
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{
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if (CurrentEvent != null)
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{
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Enabled = false;
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}
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return;
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}
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// Keep running the current event
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if (CurrentEvent != null)
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{
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@@ -1,5 +1,4 @@
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#nullable enable
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using Content.Server.GameObjects.EntitySystems;
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using Content.Server.GameObjects.EntitySystems.StationEvents;
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using JetBrains.Annotations;
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using Robust.Server.Interfaces.Console;
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