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:
Kara
2022-07-10 18:48:41 -07:00
committed by GitHub
parent f28cdaaa7c
commit b9a0894d7c
55 changed files with 1095 additions and 1582 deletions

View File

@@ -34,14 +34,14 @@ public sealed class DeathMatchRuleSystem : GameRuleSystem
SubscribeLocalEvent<DamageChangedEvent>(OnHealthChanged);
}
public override void Started(GameRuleConfiguration _)
public override void Started()
{
_chatManager.DispatchServerAnnouncement(Loc.GetString("rule-death-match-added-announcement"));
_playerManager.PlayerStatusChanged += OnPlayerStatusChanged;
}
public override void Ended(GameRuleConfiguration _)
public override void Ended()
{
_deadCheckTimer = null;
_restartTimer = null;
@@ -64,7 +64,7 @@ public sealed class DeathMatchRuleSystem : GameRuleSystem
private void RunDelayedCheck()
{
if (!Enabled || _deadCheckTimer != null)
if (!RuleAdded || _deadCheckTimer != null)
return;
_deadCheckTimer = DeadCheckDelay;
@@ -72,7 +72,7 @@ public sealed class DeathMatchRuleSystem : GameRuleSystem
public override void Update(float frameTime)
{
if (!Enabled)
if (!RuleAdded)
return;
// If the restart timer is active, that means the round is ending soon, no need to check for winners.