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

@@ -97,7 +97,7 @@ public sealed class SuspicionRuleSystem : GameRuleSystem
private void OnRoundStartAttempt(RoundStartAttemptEvent ev)
{
if (!Enabled)
if (!RuleAdded)
return;
var minPlayers = _cfg.GetCVar(CCVars.SuspicionMinPlayers);
@@ -119,7 +119,7 @@ public sealed class SuspicionRuleSystem : GameRuleSystem
private void OnPlayersAssigned(RulePlayerJobsAssignedEvent ev)
{
if (!Enabled)
if (!RuleAdded)
return;
var minTraitors = _cfg.GetCVar(CCVars.SuspicionMinTraitors);
@@ -203,7 +203,7 @@ public sealed class SuspicionRuleSystem : GameRuleSystem
}
}
public override void Started(GameRuleConfiguration _)
public override void Started()
{
_playerManager.PlayerStatusChanged += PlayerManagerOnPlayerStatusChanged;
@@ -269,7 +269,7 @@ public sealed class SuspicionRuleSystem : GameRuleSystem
Timer.SpawnRepeating(DeadCheckDelay, CheckWinConditions, _checkTimerCancel.Token);
}
public override void Ended(GameRuleConfiguration _)
public override void Ended()
{
_doorSystem.AccessType = SharedDoorSystem.AccessTypes.Id;
EndTime = null;
@@ -288,7 +288,7 @@ public sealed class SuspicionRuleSystem : GameRuleSystem
private void CheckWinConditions()
{
if (!Enabled || !_cfg.GetCVar(CCVars.GameLobbyEnableWin))
if (!RuleAdded || !_cfg.GetCVar(CCVars.GameLobbyEnableWin))
return;
var traitorsAlive = 0;
@@ -457,7 +457,7 @@ public sealed class SuspicionRuleSystem : GameRuleSystem
private void OnLateJoinRefresh(RefreshLateJoinAllowedEvent ev)
{
if (!Enabled)
if (!RuleAdded)
return;
ev.Disallow();