6
2025-11-03 10:15:18 +03:00

44 lines
1.4 KiB
C#

using Content.Server.GameTicking.Events;
using Content.Shared.Clock;
using Content.Shared.Destructible;
using Robust.Server.GameStates;
using Robust.Shared.Random;
namespace Content.Server.Clock;
public sealed class ClockSystem : SharedClockSystem
{
[Dependency] private readonly PvsOverrideSystem _pvsOverride = default!;
// [Dependency] private readonly IRobustRandom _robustRandom = default!; // Frontier: predictable shift times
/// <inheritdoc/>
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<RoundStartingEvent>(OnRoundStart);
SubscribeLocalEvent<GlobalTimeManagerComponent, MapInitEvent>(OnMapInit);
SubscribeLocalEvent<ClockComponent, BreakageEventArgs>(OnBreak);
}
private void OnRoundStart(RoundStartingEvent ev)
{
var manager = Spawn();
AddComp<GlobalTimeManagerComponent>(manager);
}
private void OnMapInit(Entity<GlobalTimeManagerComponent> ent, ref MapInitEvent args)
{
//ent.Comp.TimeOffset = TimeSpan.FromHours(_robustRandom.NextFloat(0, 24)); // Frontier
ent.Comp.TimeOffset = TimeSpan.Zero; // Frontier: station time, all the time.
_pvsOverride.AddGlobalOverride(ent);
Dirty(ent);
}
private void OnBreak(Entity<ClockComponent> ent, ref BreakageEventArgs args)
{
ent.Comp.StuckTime = GetClockTime(ent);
Dirty(ent, ent.Comp);
}
}