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

@@ -57,7 +57,7 @@ public sealed class PiratesRuleSystem : GameRuleSystem
private void OnRoundEndTextEvent(RoundEndTextAppendEvent ev)
{
if (!Enabled)
if (!RuleAdded)
return;
if (Deleted(_pirateShip))
@@ -120,14 +120,14 @@ public sealed class PiratesRuleSystem : GameRuleSystem
}
}
public override void Started(GameRuleConfiguration _) { }
public override void Started() { }
public override void Ended(GameRuleConfiguration _) { }
public override void Ended() { }
private void OnPlayerSpawningEvent(RulePlayerSpawningEvent ev)
{
// Forgive me for copy-pasting nukies.
if (!Enabled)
if (!RuleAdded)
{
return;
}
@@ -225,7 +225,7 @@ public sealed class PiratesRuleSystem : GameRuleSystem
private void OnStartAttempt(RoundStartAttemptEvent ev)
{
if (!Enabled)
if (!RuleAdded)
return;
var minPlayers = _cfg.GetCVar(CCVars.PiratesMinPlayers);