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
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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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