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Class GameTicker

Inheritance
System.Object
SharedGameTicker
GameTicker
Namespace: Content.Server.GameTicking
Assembly: Content.Server.dll
Syntax
public sealed class GameTicker : SharedGameTicker

Fields

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PlayersJoinedRoundNormally

How many players have joined the round through normal methods. Useful for game rules to look at. Doesn't count observers, people in lobby, etc.

Declaration
public int PlayersJoinedRoundNormally
Field Value
Type Description
System.Int32
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PresetFailedCooldownIncrease

Declaration
public const float PresetFailedCooldownIncrease = null
Field Value
Type Description
System.Single

Properties

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AllPreviousGameRules

A list storing the start times of all game rules that have been started this round. Game rules can be started and stopped at any time, including midround.

Declaration
public IReadOnlyList<(TimeSpan, string)> AllPreviousGameRules { get; }
Property Value
Type Description
IReadOnlyList<System.ValueTuple<TimeSpan, System.String>>
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CurrentPreset

The preset that's currently active.

Declaration
public GamePresetPrototype CurrentPreset { get; }
Property Value
Type Description
GamePresetPrototype
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DefaultMap

Declaration
public MapId DefaultMap { get; }
Property Value
Type Description
Robust.Shared.Map.MapId
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DisallowLateJoin

Declaration
public bool DisallowLateJoin { get; }
Property Value
Type Description
System.Boolean
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DummyTicker

Declaration
public bool DummyTicker { get; }
Property Value
Type Description
System.Boolean
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LobbyBackground

Declaration
public string? LobbyBackground { get; }
Property Value
Type Description
System.Nullable<System.String>
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LobbyDuration

Declaration
public TimeSpan LobbyDuration { get; }
Property Value
Type Description
TimeSpan
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LobbyEnabled

Declaration
public bool LobbyEnabled { get; }
Property Value
Type Description
System.Boolean
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LobbySong

Declaration
public string? LobbySong { get; }
Property Value
Type Description
System.Nullable<System.String>
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MaxStationOffset

Declaration
public float MaxStationOffset { get; }
Property Value
Type Description
System.Single
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Paused

Declaration
public bool Paused { get; set; }
Property Value
Type Description
System.Boolean
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PlayerGameStatuses

The game status of a players user Id. May contain disconnected players

Declaration
public IReadOnlyDictionary<NetUserId, PlayerGameStatus> PlayerGameStatuses { get; }
Property Value
Type Description
IReadOnlyDictionary<Robust.Shared.Network.NetUserId, PlayerGameStatus>
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Preset

The selected preset that will be used at the start of the next round.

Declaration
public GamePresetPrototype Preset { get; }
Property Value
Type Description
GamePresetPrototype
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RoundPreloadTime

How long before RoundStartTime do we load maps.

Declaration
public TimeSpan RoundPreloadTime { get; }
Property Value
Type Description
TimeSpan
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RoundStartFailShutdownCount

Declaration
public int RoundStartFailShutdownCount { get; }
Property Value
Type Description
System.Int32
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RunLevel

Declaration
public GameRunLevel RunLevel { get; }
Property Value
Type Description
GameRunLevel
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ServerName

Declaration
public string? ServerName { get; }
Property Value
Type Description
System.Nullable<System.String>
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StationOffset

Declaration
public bool StationOffset { get; }
Property Value
Type Description
System.Boolean
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StationRotation

Declaration
public bool StationRotation { get; }
Property Value
Type Description
System.Boolean

Methods

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AddGameRule(String)

Adds a game rule to the list, but does not start it yet, instead waiting until the rule is actually started by other code (usually roundstart)

Declaration
public EntityUid AddGameRule(string ruleId)
Parameters
Type Name Description
System.String ruleId
Returns
Type Description
EntityUid

The entity for the added gamerule

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CanUpdateMap()

Returns true if the round's map is eligible to be updated.

Declaration
public bool CanUpdateMap()
Returns
Type Description
System.Boolean
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ChooseRandomLobbySong()

Plays a random song from the LobbyMusic sound collection.

Declaration
public void ChooseRandomLobbySong()
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ClearGameRules()

Declaration
public void ClearGameRules()
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DelayStart(TimeSpan)

Declaration
public bool DelayStart(TimeSpan time)
Parameters
Type Name Description
TimeSpan time
Returns
Type Description
System.Boolean
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EndGameRule(EntityUid, GameRuleComponent)

Ends a game rule.

Declaration
public bool EndGameRule(EntityUid ruleEntity, GameRuleComponent ruleData = null)
Parameters
Type Name Description
EntityUid ruleEntity
GameRuleComponent ruleData
Returns
Type Description
System.Boolean
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EndRound(String)

Declaration
public void EndRound(string text = "")
Parameters
Type Name Description
System.String text
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FindGamePreset(String)

Declaration
public GamePresetPrototype FindGamePreset(string preset)
Parameters
Type Name Description
System.String preset
Returns
Type Description
GamePresetPrototype
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GetActiveGameRules()

Gets all the gamerule entities which are currently active.

Declaration
public IEnumerable<EntityUid> GetActiveGameRules()
Returns
Type Description
IEnumerable<EntityUid>
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GetAddedGameRules()

Gets all the gamerule entities which are currently active.

Declaration
public IEnumerable<EntityUid> GetAddedGameRules()
Returns
Type Description
IEnumerable<EntityUid>
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GetAllGameRulePrototypes()

Gets all gamerule prototypes

Declaration
public IEnumerable<EntityPrototype> GetAllGameRulePrototypes()
Returns
Type Description
IEnumerable<Robust.Shared.Prototypes.EntityPrototype>
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GetObserverSpawnPoint()

Declaration
public EntityCoordinates GetObserverSpawnPoint()
Returns
Type Description
Robust.Shared.Map.EntityCoordinates
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Initialize()

Declaration
public override void Initialize()
Overrides
SharedGameTicker.Initialize()
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IsGameRuleActive(EntityUid, GameRuleComponent)

Declaration
public bool IsGameRuleActive(EntityUid ruleEntity, GameRuleComponent component = null)
Parameters
Type Name Description
EntityUid ruleEntity
GameRuleComponent component
Returns
Type Description
System.Boolean
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IsGameRuleActive(String)

Declaration
public bool IsGameRuleActive(string rule)
Parameters
Type Name Description
System.String rule
Returns
Type Description
System.Boolean
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IsGameRuleAdded(EntityUid, GameRuleComponent)

Declaration
public bool IsGameRuleAdded(EntityUid ruleEntity, GameRuleComponent component = null)
Parameters
Type Name Description
EntityUid ruleEntity
GameRuleComponent component
Returns
Type Description
System.Boolean
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IsGameRuleAdded(String)

Declaration
public bool IsGameRuleAdded(string rule)
Parameters
Type Name Description
System.String rule
Returns
Type Description
System.Boolean
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IsMapEligible(GameMapPrototype)

Declaration
public bool IsMapEligible(GameMapPrototype map)
Parameters
Type Name Description
GameMapPrototype map
Returns
Type Description
System.Boolean
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JoinAsObserver(IPlayerSession)

Causes the given player to join the current game as observer ghost. See also SpawnObserver(IPlayerSession)

Declaration
public void JoinAsObserver(IPlayerSession player)
Parameters
Type Name Description
Robust.Server.Player.IPlayerSession player
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LoadGameMap(GameMapPrototype, MapId, MapLoadOptions, Nullable<String>)

Loads a new map, allowing systems interested in it to handle loading events. In the base game, this is required to be used if you want to load a station.

Declaration
public IReadOnlyList<EntityUid> LoadGameMap(GameMapPrototype map, MapId targetMapId, MapLoadOptions loadOptions, string? stationName = null)
Parameters
Type Name Description
GameMapPrototype map

Game map prototype to load in.

Robust.Shared.Map.MapId targetMapId

Map to load into.

Robust.Server.Maps.MapLoadOptions loadOptions

Map loading options, includes offset.

System.Nullable<System.String> stationName

Name to assign to the loaded station.

Returns
Type Description
IReadOnlyList<EntityUid>

All loaded entities and grids.

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MakeJoinGame(IPlayerSession, EntityUid, Nullable<String>, Boolean)

Makes a player join into the game and spawn on a staiton.

Declaration
public void MakeJoinGame(IPlayerSession player, EntityUid station, string? jobId = null, bool silent = false)
Parameters
Type Name Description
Robust.Server.Player.IPlayerSession player

The player joining

EntityUid station

The station they're spawning on

System.Nullable<System.String> jobId

An optional job for them to spawn as

System.Boolean silent

Whether or not the player should be greeted upon joining

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OnGhostAttempt(EntityUid, Boolean, Boolean, MindComponent)

Declaration
public bool OnGhostAttempt(EntityUid mindId, bool canReturnGlobal, bool viaCommand = false, MindComponent mind = null)
Parameters
Type Name Description
EntityUid mindId
System.Boolean canReturnGlobal
System.Boolean viaCommand
MindComponent mind
Returns
Type Description
System.Boolean
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PauseStart(Boolean)

Declaration
public bool PauseStart(bool pause = true)
Parameters
Type Name Description
System.Boolean pause
Returns
Type Description
System.Boolean
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PlayerJoinGame(IPlayerSession, Boolean)

Declaration
public void PlayerJoinGame(IPlayerSession session, bool silent = false)
Parameters
Type Name Description
Robust.Server.Player.IPlayerSession session
System.Boolean silent
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PostInitialize()

Declaration
public void PostInitialize()
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Respawn(IPlayerSession)

Declaration
public void Respawn(IPlayerSession player)
Parameters
Type Name Description
Robust.Server.Player.IPlayerSession player
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RestartRound()

Declaration
public void RestartRound()
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RoundDuration()

Declaration
public TimeSpan RoundDuration()
Returns
Type Description
TimeSpan
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SetGamePreset(GamePresetPrototype, Boolean)

Declaration
public void SetGamePreset(GamePresetPrototype preset, bool force = false)
Parameters
Type Name Description
GamePresetPrototype preset
System.Boolean force
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SetGamePreset(String, Boolean)

Declaration
public void SetGamePreset(string preset, bool force = false)
Parameters
Type Name Description
System.String preset
System.Boolean force
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SetLobbySong(Nullable<String>)

Sets the current lobby song, or stops it if null.

Declaration
public void SetLobbySong(string? song)
Parameters
Type Name Description
System.Nullable<System.String> song

The lobby song to play, or null to stop any lobby songs.

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ShowRoundEndScoreboard(String)

Declaration
public void ShowRoundEndScoreboard(string text = "")
Parameters
Type Name Description
System.String text
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Shutdown()

Declaration
public override void Shutdown()
Overrides
SharedGameTicker.Shutdown()
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SpawnObserver(IPlayerSession)

Spawns an observer ghost and attaches the given player to it. If the player does not yet have a mind, the player is given a new mind with the observer role. Otherwise, the current mind is transferred to the ghost.

Declaration
public void SpawnObserver(IPlayerSession player)
Parameters
Type Name Description
Robust.Server.Player.IPlayerSession player
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StartGameRule(EntityUid, GameRuleComponent)

Game rules can be 'started' separately from being added. 'Starting' them usually happens at round start while they can be added and removed before then.

Declaration
public bool StartGameRule(EntityUid ruleEntity, GameRuleComponent ruleData = null)
Parameters
Type Name Description
EntityUid ruleEntity
GameRuleComponent ruleData
Returns
Type Description
System.Boolean
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StartGameRule(String)

Game rules can be 'started' separately from being added. 'Starting' them usually happens at round start while they can be added and removed before then.

Declaration
public bool StartGameRule(string ruleId)
Parameters
Type Name Description
System.String ruleId
Returns
Type Description
System.Boolean
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StartGameRule(String, out EntityUid)

Game rules can be 'started' separately from being added. 'Starting' them usually happens at round start while they can be added and removed before then.

Declaration
public bool StartGameRule(string ruleId, out EntityUid ruleEntity)
Parameters
Type Name Description
System.String ruleId
EntityUid ruleEntity
Returns
Type Description
System.Boolean
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StartRound(Boolean)

Declaration
public void StartRound(bool force = false)
Parameters
Type Name Description
System.Boolean force
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StopLobbySong()

Stops the current lobby song being played.

Declaration
public void StopLobbySong()
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TogglePause()

Declaration
public bool TogglePause()
Returns
Type Description
System.Boolean
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ToggleReady(IPlayerSession, Boolean)

Declaration
public void ToggleReady(IPlayerSession player, bool ready)
Parameters
Type Name Description
Robust.Server.Player.IPlayerSession player
System.Boolean ready
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ToggleReadyAll(Boolean)

Declaration
public void ToggleReadyAll(bool ready)
Parameters
Type Name Description
System.Boolean ready
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TryFindGamePreset(String, out GamePresetPrototype)

Declaration
public bool TryFindGamePreset(string preset, out GamePresetPrototype prototype)
Parameters
Type Name Description
System.String preset
GamePresetPrototype prototype
Returns
Type Description
System.Boolean
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Update(Single)

Declaration
public override void Update(float frameTime)
Parameters
Type Name Description
System.Single frameTime
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UpdateInfoText()

Declaration
public void UpdateInfoText()
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