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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@@ -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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