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

@@ -49,16 +49,16 @@ public sealed class TraitorRuleSystem : GameRuleSystem
SubscribeLocalEvent<RoundEndTextAppendEvent>(OnRoundEndText);
}
public override void Started(GameRuleConfiguration _) {}
public override void Started() {}
public override void Ended(GameRuleConfiguration _)
public override void Ended()
{
_traitors.Clear();
}
private void OnStartAttempt(RoundStartAttemptEvent ev)
{
if (!Enabled)
if (!RuleAdded)
return;
// If the current preset doesn't explicitly contain the traitor game rule, just carry on and remove self.
@@ -86,7 +86,7 @@ public sealed class TraitorRuleSystem : GameRuleSystem
private void OnPlayersSpawned(RulePlayerJobsAssignedEvent ev)
{
if (!Enabled)
if (!RuleAdded)
return;
var playersPerTraitor = _cfg.GetCVar(CCVars.TraitorPlayersPerTraitor);
@@ -197,7 +197,7 @@ public sealed class TraitorRuleSystem : GameRuleSystem
private void OnRoundEndText(RoundEndTextAppendEvent ev)
{
if (!Enabled)
if (!RuleAdded)
return;
var result = Loc.GetString("traitor-round-end-result", ("traitorCount", _traitors.Count));