6
2025-11-15 12:24:44 +03:00

296 lines
10 KiB
C#

using System.Linq;
using Content.Shared.Roles;
using Robust.Shared.Network;
using Robust.Shared.Prototypes;
using Robust.Shared.Replays;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Markdown.Mapping;
using Robust.Shared.Serialization.Markdown.Value;
using Robust.Shared.Timing;
using Robust.Shared.Audio;
using Robust.Shared.Utility;
using Content.Shared._NF.Shipyard.Prototypes; // Frontier
namespace Content.Shared.GameTicking
{
public abstract class SharedGameTicker : EntitySystem
{
[Dependency] private readonly IReplayRecordingManager _replay = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
// See ideally these would be pulled from the job definition or something.
// But this is easier, and at least it isn't hardcoded.
//TODO: Move these, they really belong in StationJobsSystem or a cvar.
[ValidatePrototypeId<JobPrototype>]
public const string FallbackOverflowJob = "Contractor"; // Frontier: Passenger<Contractor
public const string FallbackOverflowJobName = "job-name-contractor"; // Frontier: job-name-passenger<job-name-contractor
// TODO network.
// Probably most useful for replays, round end info, and probably things like lobby menus.
[ViewVariables]
public int RoundId { get; protected set; }
[ViewVariables] public TimeSpan RoundStartTimeSpan { get; protected set; }
public override void Initialize()
{
base.Initialize();
_replay.RecordingStarted += OnRecordingStart;
}
public override void Shutdown()
{
_replay.RecordingStarted -= OnRecordingStart;
}
private void OnRecordingStart(MappingDataNode metadata, List<object> events)
{
if (RoundId != 0)
{
metadata["roundId"] = new ValueDataNode(RoundId.ToString());
}
}
public TimeSpan RoundDuration()
{
return _gameTiming.CurTime.Subtract(RoundStartTimeSpan);
}
}
[Serializable, NetSerializable]
public sealed class TickerJoinLobbyEvent : EntityEventArgs
{
}
[Serializable, NetSerializable]
public sealed class TickerJoinGameEvent : EntityEventArgs
{
}
[Serializable, NetSerializable]
public sealed class TickerLateJoinStatusEvent : EntityEventArgs
{
// TODO: Make this a replicated CVar, honestly.
public bool Disallowed { get; }
public TickerLateJoinStatusEvent(bool disallowed)
{
Disallowed = disallowed;
}
}
[Serializable, NetSerializable]
public sealed class TickerConnectionStatusEvent : EntityEventArgs
{
public TimeSpan RoundStartTimeSpan { get; }
public TickerConnectionStatusEvent(TimeSpan roundStartTimeSpan)
{
RoundStartTimeSpan = roundStartTimeSpan;
}
}
[Serializable, NetSerializable]
public sealed class TickerLobbyStatusEvent : EntityEventArgs
{
public bool IsRoundStarted { get; }
public string? LobbyBackground { get; }
public bool YouAreReady { get; }
// UTC.
public TimeSpan StartTime { get; }
public TimeSpan RoundStartTimeSpan { get; }
public bool Paused { get; }
public TickerLobbyStatusEvent(bool isRoundStarted, string? lobbyBackground, bool youAreReady, TimeSpan startTime, TimeSpan preloadTime, TimeSpan roundStartTimeSpan, bool paused)
{
IsRoundStarted = isRoundStarted;
LobbyBackground = lobbyBackground;
YouAreReady = youAreReady;
StartTime = startTime;
RoundStartTimeSpan = roundStartTimeSpan;
Paused = paused;
}
}
[Serializable, NetSerializable]
public sealed class TickerLobbyInfoEvent : EntityEventArgs
{
public string TextBlob { get; }
public TickerLobbyInfoEvent(string textBlob)
{
TextBlob = textBlob;
}
}
[Serializable, NetSerializable]
public sealed class TickerLobbyCountdownEvent : EntityEventArgs
{
/// <summary>
/// The game time that the game will start at.
/// </summary>
public TimeSpan StartTime { get; }
/// <summary>
/// Whether or not the countdown is paused
/// </summary>
public bool Paused { get; }
public TickerLobbyCountdownEvent(TimeSpan startTime, bool paused)
{
StartTime = startTime;
Paused = paused;
}
}
// Frontier: station job info, optional structs
/// <summary>
/// General job information for each station-like entity (both stations and shuttles)
/// </summary>
/// <param name="stationName">The name of the station.</param>
/// <param name="jobsAvailable">A dictionary of job prototypes and the number of jobs positions available for it.</param>
/// <param name="isLateJoinStation">If true, this entity is a station, and not a player ship (displayed under the "Crew" tab).</param>
[Serializable, NetSerializable]
public sealed class StationJobInformation(
string stationName,
Dictionary<ProtoId<JobPrototype>, int?> jobsAvailable,
bool isLateJoinStation,
StationDisplayInformation? stationDisplayInfo,
VesselDisplayInformation? vesselDisplayInfo
)
{
public string StationName { get; } = stationName;
public Dictionary<ProtoId<JobPrototype>, int?> JobsAvailable { get; } = jobsAvailable;
public bool IsLateJoinStation { get; } = isLateJoinStation;
public StationDisplayInformation? StationDisplayInfo { get; } = stationDisplayInfo;
public VesselDisplayInformation? VesselDisplayInformation { get; } = vesselDisplayInfo;
}
/// <summary>
/// Additional optional station-specific fields.
/// </summary>
/// <param name="stationSubtext">The subtext that is shown under the station name.</param>
/// <param name="stationDescription">A longer description of the station, describing what the player can
/// do there</param>
/// <param name="stationIcon">The icon that represents the station and is shown next to the name.</param>
/// <param name="lobbySortOrder">The order in which this station should be displayed in the station picker.</param>
[Serializable, NetSerializable]
public sealed class StationDisplayInformation(
LocId? stationSubtext,
LocId? stationDescription,
ResPath? stationIcon,
int lobbySortOrder
)
{
public LocId? StationSubtext { get; } = stationSubtext;
public LocId? StationDescription { get; } = stationDescription;
public ResPath? StationIcon { get; } = stationIcon;
public int LobbySortOrder { get; } = lobbySortOrder;
}
/// <summary>
/// Additional optional vessel-specific fields.
/// </summary>
/// <param name="vesselAdvertisement">A player-input string advertising the ship to other players.</param>
/// <param name="vessel">The prototype ID for the vessel this ship is.</param>
/// <param name="hiddenIfNoJobs">If true, this vessel should be hidden when there are no open jobs on it.</param>
[Serializable, NetSerializable]
public sealed class VesselDisplayInformation(
string vesselAdvertisement,
ProtoId<VesselPrototype>? vessel,
bool hiddenIfNoJobs
)
{
public string VesselAdvertisement { get; } = vesselAdvertisement;
public ProtoId<VesselPrototype>? Vessel { get; } = vessel;
public bool HiddenIfNoJobs { get; } = hiddenIfNoJobs;
}
// End Frontier: station job info, optional structs
[Serializable, NetSerializable]
public sealed class TickerJobsAvailableEvent(
Dictionary<NetEntity, StationJobInformation> stationJobList // Frontier addition, replaced with StationJobInformation
) : EntityEventArgs
{
public Dictionary<NetEntity, StationJobInformation> StationJobList { get; } = stationJobList;
}
[Serializable, NetSerializable, DataDefinition]
public sealed partial class RoundEndMessageEvent : EntityEventArgs
{
[Serializable, NetSerializable, DataDefinition]
public partial struct RoundEndPlayerInfo
{
[DataField]
public string PlayerOOCName;
[DataField]
public string? PlayerICName;
[DataField, NonSerialized]
public NetUserId? PlayerGuid;
public string Role;
[DataField, NonSerialized]
public string[] JobPrototypes;
[DataField, NonSerialized]
public string[] AntagPrototypes;
public NetEntity? PlayerNetEntity;
[DataField]
public bool Antag;
[DataField]
public bool Observer;
public bool Connected;
}
public string GamemodeTitle { get; }
public string RoundEndText { get; }
public TimeSpan RoundDuration { get; }
public int RoundId { get; }
public int PlayerCount { get; }
public RoundEndPlayerInfo[] AllPlayersEndInfo { get; }
/// <summary>
/// Sound gets networked due to how entity lifecycle works between client / server and to avoid clipping.
/// </summary>
public ResolvedSoundSpecifier? RestartSound;
// Frontier: custom objectives
public string CustomObjectiveText;
// End Frontier
public RoundEndMessageEvent(
string gamemodeTitle,
string roundEndText,
TimeSpan roundDuration,
int roundId,
int playerCount,
RoundEndPlayerInfo[] allPlayersEndInfo,
ResolvedSoundSpecifier? restartSound,
string customObjectiveText) // Frontier
{
GamemodeTitle = gamemodeTitle;
RoundEndText = roundEndText;
RoundDuration = roundDuration;
RoundId = roundId;
PlayerCount = playerCount;
AllPlayersEndInfo = allPlayersEndInfo;
RestartSound = restartSound;
CustomObjectiveText = customObjectiveText; // Frontier
}
}
[Serializable, NetSerializable]
public enum PlayerGameStatus : sbyte
{
NotReadyToPlay = 0,
ReadyToPlay,
JoinedGame,
}
}