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.Player; using Content.Shared.NPC.Prototypes; namespace Content.Shared.GameTicking { public abstract class SharedGameTicker : EntitySystem { [Dependency] private readonly IReplayRecordingManager _replay = default!; [Dependency] private readonly IGameTiming _gameTiming = default!; [Dependency] private readonly ISharedPlayerManager _playerManager = 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] public const string FallbackOverflowJob = "Passenger"; public const string FallbackOverflowJobName = "job-name-passenger"; // 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 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 GetPlayerFactionCounts : EntityEventArgs { public Dictionary, int> FactionCounts { get; } = new(); public GetPlayerFactionCounts(Dictionary, int> factionCounts) { FactionCounts = factionCounts; } } [Serializable, NetSerializable] public sealed class TickerLobbyCountdownEvent : EntityEventArgs { /// /// The game time that the game will start at. /// public TimeSpan StartTime { get; } /// /// Whether or not the countdown is paused /// public bool Paused { get; } public TickerLobbyCountdownEvent(TimeSpan startTime, bool paused) { StartTime = startTime; Paused = paused; } } [Serializable, NetSerializable] public sealed class TickerJobsAvailableEvent( Dictionary stationNames, Dictionary, int?>> jobsAvailableByStation) : EntityEventArgs { /// /// The Status of the Player in the lobby (ready, observer, ...) /// public Dictionary, int?>> JobsAvailableByStation { get; } = jobsAvailableByStation; public Dictionary StationNames { get; } = stationNames; } [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; } /// /// Sound gets networked due to how entity lifecycle works between client / server and to avoid clipping. /// public ResolvedSoundSpecifier? RestartSound; public RoundEndMessageEvent( string gamemodeTitle, string roundEndText, TimeSpan roundDuration, int roundId, int playerCount, RoundEndPlayerInfo[] allPlayersEndInfo, ResolvedSoundSpecifier? restartSound) { GamemodeTitle = gamemodeTitle; RoundEndText = roundEndText; RoundDuration = roundDuration; RoundId = roundId; PlayerCount = playerCount; AllPlayersEndInfo = allPlayersEndInfo; RestartSound = restartSound; } } [Serializable, NetSerializable] public enum PlayerGameStatus : sbyte { NotReadyToPlay = 0, ReadyToPlay, JoinedGame, } }