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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@@ -65,7 +65,7 @@ public sealed class ZombieRuleSystem : GameRuleSystem
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private void OnRoundEndText(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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//this is just the general condition thing used for determining the win/lose text
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@@ -113,7 +113,7 @@ public sealed class ZombieRuleSystem : GameRuleSystem
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private void OnJobAssigned(RulePlayerJobsAssignedEvent 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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_initialInfectedNames = new();
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@@ -127,14 +127,14 @@ public sealed class ZombieRuleSystem : GameRuleSystem
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/// </remarks>
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private void OnMobStateChanged(MobStateChangedEvent 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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CheckRoundEnd(ev.Entity);
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}
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private void OnEntityZombified(EntityZombifiedEvent 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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CheckRoundEnd(ev.Target);
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}
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@@ -158,7 +158,7 @@ public sealed class ZombieRuleSystem : 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.ZombieMinPlayers);
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@@ -177,13 +177,13 @@ public sealed class ZombieRuleSystem : GameRuleSystem
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}
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}
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public override void Started(GameRuleConfiguration configuration)
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public override void Started()
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{
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//this technically will run twice with zombies on roundstart, but it doesn't matter because it fails instantly
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InfectInitialPlayers();
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}
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public override void Ended(GameRuleConfiguration configuration) { }
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public override void Ended() { }
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private void OnZombifySelf(EntityUid uid, ZombifyOnDeathComponent component, ZombifySelfActionEvent args)
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{
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