Event refactor (#9589)
* Station event refactor * Remove clientside `IStationEventManager` we can just use prototypes * Basic API idea * Cruft * first attempt at epicness * okay yeah this shit is really clean * sort out minor stuff * Convert `BreakerFlip` * `BureaucraticError` + general cleanup * `DiseaseOutbreak` * `FalseAlarm` * `GasLeak` * `KudzuGrowth` * `MeteorSwarm` * `MouseMigration` * misc errors * `PowerGridCheck` * `RandomSentience` * `VentClog` * `VentCritters` * `ZombieOutbreak` * Rewrite basic event scheduler * Minor fixes and logging * ooooops * errors + fix * linter * completions, `RuleStarted` property, update loop fixes * Tweaks * Fix #9462 * Basic scheduler update fix, and fixes #8174 * Add test * UI cleanup * really this was just for testing
This commit is contained in:
@@ -0,0 +1,76 @@
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using Content.Shared.Sound;
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using JetBrains.Annotations;
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namespace Content.Server.GameTicking.Rules.Configurations;
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/// <summary>
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/// Defines a configuration for a given station event game rule, since all station events are just
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/// game rules.
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/// </summary>
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[UsedImplicitly]
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public sealed class StationEventRuleConfiguration : GameRuleConfiguration
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{
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[DataField("id", required: true)]
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private string _id = default!;
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public override string Id => _id;
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public const float WeightVeryLow = 0.0f;
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public const float WeightLow = 5.0f;
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public const float WeightNormal = 10.0f;
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public const float WeightHigh = 15.0f;
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public const float WeightVeryHigh = 20.0f;
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[DataField("weight")]
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public float Weight = WeightNormal;
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[DataField("startAnnouncement")]
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public string? StartAnnouncement;
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[DataField("endAnnouncement")]
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public string? EndAnnouncement;
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[DataField("startAudio")]
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public SoundSpecifier? StartAudio;
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[DataField("endAudio")]
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public SoundSpecifier? EndAudio;
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/// <summary>
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/// In minutes, when is the first round time this event can start
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/// </summary>
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[DataField("earliestStart")]
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public int EarliestStart = 5;
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/// <summary>
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/// In minutes, the amount of time before the same event can occur again
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/// </summary>
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[DataField("reoccurrenceDelay")]
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public int ReoccurrenceDelay = 30;
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/// <summary>
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/// When in the lifetime to start the event.
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/// </summary>
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[DataField("startAfter")]
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public float StartAfter;
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/// <summary>
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/// When in the lifetime to end the event..
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/// </summary>
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[DataField("endAfter")]
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public float EndAfter = float.MaxValue;
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/// <summary>
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/// How many players need to be present on station for the event to run
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/// </summary>
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/// <remarks>
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/// To avoid running deadly events with low-pop
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/// </remarks>
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[DataField("minimumPlayers")]
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public int MinimumPlayers;
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/// <summary>
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/// How many times this even can occur in a single round
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/// </summary>
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[DataField("maxOccurrences")]
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public int? MaxOccurrences;
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}
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@@ -34,14 +34,14 @@ public sealed class DeathMatchRuleSystem : GameRuleSystem
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SubscribeLocalEvent<DamageChangedEvent>(OnHealthChanged);
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}
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public override void Started(GameRuleConfiguration _)
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public override void Started()
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{
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_chatManager.DispatchServerAnnouncement(Loc.GetString("rule-death-match-added-announcement"));
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_playerManager.PlayerStatusChanged += OnPlayerStatusChanged;
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}
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public override void Ended(GameRuleConfiguration _)
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public override void Ended()
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{
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_deadCheckTimer = null;
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_restartTimer = null;
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@@ -64,7 +64,7 @@ public sealed class DeathMatchRuleSystem : GameRuleSystem
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private void RunDelayedCheck()
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{
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if (!Enabled || _deadCheckTimer != null)
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if (!RuleAdded || _deadCheckTimer != null)
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return;
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_deadCheckTimer = DeadCheckDelay;
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@@ -72,7 +72,7 @@ public sealed class DeathMatchRuleSystem : GameRuleSystem
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public override void Update(float frameTime)
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{
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if (!Enabled)
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if (!RuleAdded)
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return;
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// If the restart timer is active, that means the round is ending soon, no need to check for winners.
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@@ -9,10 +9,16 @@ public abstract class GameRuleSystem : EntitySystem
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[Dependency] protected GameTicker GameTicker = default!;
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/// <summary>
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/// Whether this GameRule is currently enabled or not.
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/// Whether this GameRule is currently added or not.
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/// Be sure to check this before doing anything rule-specific.
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/// </summary>
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public bool Enabled { get; protected set; } = false;
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public bool RuleAdded { get; protected set; }
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/// <summary>
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/// Whether this game rule has been started after being added.
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/// You probably want to check this before doing any update loop stuff.
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/// </summary>
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public bool RuleStarted { get; protected set; }
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/// <summary>
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/// When the GameRule prototype with this ID is added, this system will be enabled.
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@@ -20,6 +26,12 @@ public abstract class GameRuleSystem : EntitySystem
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/// </summary>
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public new abstract string Prototype { get; }
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/// <summary>
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/// Holds the current configuration after the event has been added.
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/// This should not be getting accessed before the event is enabled, as usual.
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/// </summary>
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public GameRuleConfiguration Configuration = default!;
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public override void Initialize()
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{
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base.Initialize();
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@@ -35,7 +47,10 @@ public abstract class GameRuleSystem : EntitySystem
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if (ev.Rule.Configuration.Id != Prototype)
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return;
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Enabled = true;
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Configuration = ev.Rule.Configuration;
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RuleAdded = true;
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Added();
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}
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private void OnGameRuleStarted(GameRuleStartedEvent ev)
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@@ -43,7 +58,9 @@ public abstract class GameRuleSystem : EntitySystem
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if (ev.Rule.Configuration.Id != Prototype)
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return;
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Started(ev.Rule.Configuration);
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RuleStarted = true;
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Started();
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}
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private void OnGameRuleEnded(GameRuleEndedEvent ev)
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@@ -51,17 +68,27 @@ public abstract class GameRuleSystem : EntitySystem
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if (ev.Rule.Configuration.Id != Prototype)
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return;
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Enabled = false;
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Ended(ev.Rule.Configuration);
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RuleAdded = false;
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RuleStarted = false;
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Ended();
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}
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/// <summary>
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/// Called when the game rule has been started..
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/// Called when the game rule has been added.
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/// You should avoid using this in favor of started--they are not the same thing.
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/// </summary>
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public abstract void Started(GameRuleConfiguration configuration);
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/// <remarks>
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/// This is virtual because it doesn't actually have to be used, and most of the time shouldn't be.
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/// </remarks>
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public virtual void Added() { }
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/// <summary>
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/// Called when the game rule has ended..
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/// Called when the game rule has been started.
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/// </summary>
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public abstract void Ended(GameRuleConfiguration configuration);
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public abstract void Started();
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/// <summary>
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/// Called when the game rule has ended.
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/// </summary>
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public abstract void Ended();
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}
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@@ -25,16 +25,16 @@ public sealed class InactivityTimeRestartRuleSystem : GameRuleSystem
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SubscribeLocalEvent<GameRunLevelChangedEvent>(RunLevelChanged);
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}
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public override void Started(GameRuleConfiguration config)
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public override void Started()
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{
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if (config is not InactivityGameRuleConfiguration inactivityConfig)
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if (Configuration is not InactivityGameRuleConfiguration inactivityConfig)
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return;
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InactivityMaxTime = inactivityConfig.InactivityMaxTime;
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RoundEndDelay = inactivityConfig.RoundEndDelay;
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_playerManager.PlayerStatusChanged += PlayerStatusChanged;
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}
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public override void Ended(GameRuleConfiguration _)
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public override void Ended()
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{
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_playerManager.PlayerStatusChanged -= PlayerStatusChanged;
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@@ -64,7 +64,7 @@ public sealed class InactivityTimeRestartRuleSystem : GameRuleSystem
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private void RunLevelChanged(GameRunLevelChangedEvent args)
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{
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if (!Enabled)
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if (!RuleAdded)
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return;
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switch (args.New)
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@@ -23,10 +23,11 @@ public sealed class MaxTimeRestartRuleSystem : GameRuleSystem
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SubscribeLocalEvent<GameRunLevelChangedEvent>(RunLevelChanged);
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}
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public override void Started(GameRuleConfiguration config)
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public override void Started()
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{
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if (config is not MaxTimeRestartRuleConfiguration maxTimeRestartConfig)
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if (Configuration is not MaxTimeRestartRuleConfiguration maxTimeRestartConfig)
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return;
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RoundMaxTime = maxTimeRestartConfig.RoundMaxTime;
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RoundEndDelay = maxTimeRestartConfig.RoundEndDelay;
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@@ -34,7 +35,7 @@ public sealed class MaxTimeRestartRuleSystem : GameRuleSystem
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RestartTimer();
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}
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public override void Ended(GameRuleConfiguration _)
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public override void Ended()
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{
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StopTimer();
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}
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@@ -62,7 +63,7 @@ public sealed class MaxTimeRestartRuleSystem : GameRuleSystem
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private void RunLevelChanged(GameRunLevelChangedEvent args)
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{
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if (!Enabled)
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if (!RuleAdded)
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return;
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switch (args.New)
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@@ -56,7 +56,7 @@ public sealed class NukeopsRuleSystem : GameRuleSystem
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private void OnNukeExploded(NukeExplodedEvent ev)
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{
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if (!Enabled)
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if (!RuleAdded)
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return;
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_opsWon = true;
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@@ -65,7 +65,7 @@ public sealed class NukeopsRuleSystem : GameRuleSystem
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private void OnRoundEndText(RoundEndTextAppendEvent ev)
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{
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if (!Enabled)
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if (!RuleAdded)
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return;
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ev.AddLine(_opsWon ? Loc.GetString("nukeops-ops-won") : Loc.GetString("nukeops-crew-won"));
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@@ -78,7 +78,7 @@ public sealed class NukeopsRuleSystem : GameRuleSystem
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private void OnMobStateChanged(MobStateChangedEvent ev)
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{
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if (!Enabled)
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if (!RuleAdded)
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return;
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if (!_aliveNukeops.TryFirstOrNull(x => x.Key.OwnedEntity == ev.Entity, out var op)) return;
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@@ -93,7 +93,7 @@ public sealed class NukeopsRuleSystem : GameRuleSystem
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private void OnPlayersSpawning(RulePlayerSpawningEvent ev)
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{
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if (!Enabled)
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if (!RuleAdded)
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return;
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_aliveNukeops.Clear();
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@@ -292,7 +292,7 @@ public sealed class NukeopsRuleSystem : GameRuleSystem
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private void OnStartAttempt(RoundStartAttemptEvent ev)
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{
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if (!Enabled)
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if (!RuleAdded)
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return;
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var minPlayers = _cfg.GetCVar(CCVars.NukeopsMinPlayers);
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@@ -311,11 +311,10 @@ public sealed class NukeopsRuleSystem : GameRuleSystem
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}
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}
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public override void Started(GameRuleConfiguration _)
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public override void Started()
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{
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_opsWon = false;
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}
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public override void Ended(GameRuleConfiguration _) { }
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public override void Ended() { }
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}
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@@ -57,7 +57,7 @@ public sealed class PiratesRuleSystem : GameRuleSystem
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private void OnRoundEndTextEvent(RoundEndTextAppendEvent ev)
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{
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if (!Enabled)
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if (!RuleAdded)
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return;
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if (Deleted(_pirateShip))
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@@ -120,14 +120,14 @@ public sealed class PiratesRuleSystem : GameRuleSystem
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}
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}
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public override void Started(GameRuleConfiguration _) { }
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public override void Started() { }
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public override void Ended(GameRuleConfiguration _) { }
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public override void Ended() { }
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private void OnPlayerSpawningEvent(RulePlayerSpawningEvent ev)
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{
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// Forgive me for copy-pasting nukies.
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if (!Enabled)
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if (!RuleAdded)
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{
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return;
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}
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@@ -225,7 +225,7 @@ public sealed class PiratesRuleSystem : GameRuleSystem
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private void OnStartAttempt(RoundStartAttemptEvent ev)
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{
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if (!Enabled)
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if (!RuleAdded)
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return;
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var minPlayers = _cfg.GetCVar(CCVars.PiratesMinPlayers);
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@@ -9,12 +9,12 @@ public sealed class SandboxRuleSystem : GameRuleSystem
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public override string Prototype => "Sandbox";
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public override void Started(GameRuleConfiguration _)
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public override void Started()
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{
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_sandbox.IsSandboxEnabled = true;
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}
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public override void Ended(GameRuleConfiguration _)
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public override void Ended()
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{
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_sandbox.IsSandboxEnabled = false;
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}
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@@ -16,12 +16,12 @@ public sealed class SecretRuleSystem : GameRuleSystem
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public override string Prototype => "Secret";
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public override void Started(GameRuleConfiguration _)
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public override void Started()
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{
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PickRule();
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}
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public override void Ended(GameRuleConfiguration _)
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public override void Ended()
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{
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// noop
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// Preset should already handle it.
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@@ -97,7 +97,7 @@ public sealed class SuspicionRuleSystem : GameRuleSystem
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private void OnRoundStartAttempt(RoundStartAttemptEvent ev)
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{
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if (!Enabled)
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if (!RuleAdded)
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return;
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var minPlayers = _cfg.GetCVar(CCVars.SuspicionMinPlayers);
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@@ -119,7 +119,7 @@ public sealed class SuspicionRuleSystem : GameRuleSystem
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private void OnPlayersAssigned(RulePlayerJobsAssignedEvent ev)
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{
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if (!Enabled)
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if (!RuleAdded)
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return;
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var minTraitors = _cfg.GetCVar(CCVars.SuspicionMinTraitors);
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@@ -203,7 +203,7 @@ public sealed class SuspicionRuleSystem : GameRuleSystem
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}
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}
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public override void Started(GameRuleConfiguration _)
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public override void Started()
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{
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_playerManager.PlayerStatusChanged += PlayerManagerOnPlayerStatusChanged;
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@@ -269,7 +269,7 @@ public sealed class SuspicionRuleSystem : GameRuleSystem
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Timer.SpawnRepeating(DeadCheckDelay, CheckWinConditions, _checkTimerCancel.Token);
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}
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public override void Ended(GameRuleConfiguration _)
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public override void Ended()
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{
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_doorSystem.AccessType = SharedDoorSystem.AccessTypes.Id;
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EndTime = null;
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@@ -288,7 +288,7 @@ public sealed class SuspicionRuleSystem : GameRuleSystem
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private void CheckWinConditions()
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{
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if (!Enabled || !_cfg.GetCVar(CCVars.GameLobbyEnableWin))
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if (!RuleAdded || !_cfg.GetCVar(CCVars.GameLobbyEnableWin))
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return;
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var traitorsAlive = 0;
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@@ -457,7 +457,7 @@ public sealed class SuspicionRuleSystem : GameRuleSystem
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private void OnLateJoinRefresh(RefreshLateJoinAllowedEvent ev)
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{
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if (!Enabled)
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if (!RuleAdded)
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return;
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ev.Disallow();
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|
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@@ -63,7 +63,7 @@ public sealed class TraitorDeathMatchRuleSystem : GameRuleSystem
|
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|
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private void OnPlayerSpawned(PlayerSpawnCompleteEvent ev)
|
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{
|
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if (!Enabled)
|
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if (!RuleAdded)
|
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return;
|
||||
|
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var session = ev.Player;
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@@ -144,7 +144,7 @@ public sealed class TraitorDeathMatchRuleSystem : GameRuleSystem
|
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|
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private void OnGhostAttempt(GhostAttemptHandleEvent ev)
|
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{
|
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if (!Enabled || ev.Handled)
|
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if (!RuleAdded || ev.Handled)
|
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return;
|
||||
|
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ev.Handled = true;
|
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@@ -181,7 +181,7 @@ public sealed class TraitorDeathMatchRuleSystem : GameRuleSystem
|
||||
|
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private void OnRoundEndText(RoundEndTextAppendEvent ev)
|
||||
{
|
||||
if (!Enabled)
|
||||
if (!RuleAdded)
|
||||
return;
|
||||
|
||||
var lines = new List<string>();
|
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@@ -200,14 +200,14 @@ public sealed class TraitorDeathMatchRuleSystem : GameRuleSystem
|
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ev.AddLine(string.Join('\n', lines));
|
||||
}
|
||||
|
||||
public override void Started(GameRuleConfiguration _)
|
||||
public override void Started()
|
||||
{
|
||||
_restarter.RoundMaxTime = TimeSpan.FromMinutes(30);
|
||||
_restarter.RestartTimer();
|
||||
_safeToEndRound = true;
|
||||
}
|
||||
|
||||
public override void Ended(GameRuleConfiguration _)
|
||||
public override void Ended()
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
@@ -49,16 +49,16 @@ public sealed class TraitorRuleSystem : GameRuleSystem
|
||||
SubscribeLocalEvent<RoundEndTextAppendEvent>(OnRoundEndText);
|
||||
}
|
||||
|
||||
public override void Started(GameRuleConfiguration _) {}
|
||||
public override void Started() {}
|
||||
|
||||
public override void Ended(GameRuleConfiguration _)
|
||||
public override void Ended()
|
||||
{
|
||||
_traitors.Clear();
|
||||
}
|
||||
|
||||
private void OnStartAttempt(RoundStartAttemptEvent ev)
|
||||
{
|
||||
if (!Enabled)
|
||||
if (!RuleAdded)
|
||||
return;
|
||||
|
||||
// If the current preset doesn't explicitly contain the traitor game rule, just carry on and remove self.
|
||||
@@ -86,7 +86,7 @@ public sealed class TraitorRuleSystem : GameRuleSystem
|
||||
|
||||
private void OnPlayersSpawned(RulePlayerJobsAssignedEvent ev)
|
||||
{
|
||||
if (!Enabled)
|
||||
if (!RuleAdded)
|
||||
return;
|
||||
|
||||
var playersPerTraitor = _cfg.GetCVar(CCVars.TraitorPlayersPerTraitor);
|
||||
@@ -197,7 +197,7 @@ public sealed class TraitorRuleSystem : GameRuleSystem
|
||||
|
||||
private void OnRoundEndText(RoundEndTextAppendEvent ev)
|
||||
{
|
||||
if (!Enabled)
|
||||
if (!RuleAdded)
|
||||
return;
|
||||
|
||||
var result = Loc.GetString("traitor-round-end-result", ("traitorCount", _traitors.Count));
|
||||
|
||||
@@ -65,7 +65,7 @@ public sealed class ZombieRuleSystem : GameRuleSystem
|
||||
|
||||
private void OnRoundEndText(RoundEndTextAppendEvent ev)
|
||||
{
|
||||
if (!Enabled)
|
||||
if (!RuleAdded)
|
||||
return;
|
||||
|
||||
//this is just the general condition thing used for determining the win/lose text
|
||||
@@ -113,7 +113,7 @@ public sealed class ZombieRuleSystem : GameRuleSystem
|
||||
|
||||
private void OnJobAssigned(RulePlayerJobsAssignedEvent ev)
|
||||
{
|
||||
if (!Enabled)
|
||||
if (!RuleAdded)
|
||||
return;
|
||||
|
||||
_initialInfectedNames = new();
|
||||
@@ -127,14 +127,14 @@ public sealed class ZombieRuleSystem : GameRuleSystem
|
||||
/// </remarks>
|
||||
private void OnMobStateChanged(MobStateChangedEvent ev)
|
||||
{
|
||||
if (!Enabled)
|
||||
if (!RuleAdded)
|
||||
return;
|
||||
CheckRoundEnd(ev.Entity);
|
||||
}
|
||||
|
||||
private void OnEntityZombified(EntityZombifiedEvent ev)
|
||||
{
|
||||
if (!Enabled)
|
||||
if (!RuleAdded)
|
||||
return;
|
||||
CheckRoundEnd(ev.Target);
|
||||
}
|
||||
@@ -158,7 +158,7 @@ public sealed class ZombieRuleSystem : GameRuleSystem
|
||||
|
||||
private void OnStartAttempt(RoundStartAttemptEvent ev)
|
||||
{
|
||||
if (!Enabled)
|
||||
if (!RuleAdded)
|
||||
return;
|
||||
|
||||
var minPlayers = _cfg.GetCVar(CCVars.ZombieMinPlayers);
|
||||
@@ -177,13 +177,13 @@ public sealed class ZombieRuleSystem : GameRuleSystem
|
||||
}
|
||||
}
|
||||
|
||||
public override void Started(GameRuleConfiguration configuration)
|
||||
public override void Started()
|
||||
{
|
||||
//this technically will run twice with zombies on roundstart, but it doesn't matter because it fails instantly
|
||||
InfectInitialPlayers();
|
||||
}
|
||||
|
||||
public override void Ended(GameRuleConfiguration configuration) { }
|
||||
public override void Ended() { }
|
||||
|
||||
private void OnZombifySelf(EntityUid uid, ZombifyOnDeathComponent component, ZombifySelfActionEvent args)
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user