Files
crystall-punk-14/Content.Server/StationEvents/Events/FalseAlarm.cs
Kara b9a0894d7c 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
2022-07-10 20:48:41 -05:00

34 lines
1002 B
C#

using Content.Server.GameTicking.Rules.Configurations;
using JetBrains.Annotations;
using Robust.Shared.Audio;
using Robust.Shared.Player;
namespace Content.Server.StationEvents.Events
{
[UsedImplicitly]
public sealed class FalseAlarm : StationEventSystem
{
public override string Prototype => "FalseAlarm";
public override void Started()
{
base.Started();
var ev = GetRandomEventUnweighted(PrototypeManager, RobustRandom);
if (ev.Configuration is not StationEventRuleConfiguration cfg)
return;
if (cfg.StartAnnouncement != null)
{
ChatSystem.DispatchGlobalAnnouncement(Loc.GetString(cfg.StartAnnouncement), playDefaultSound: false, colorOverride: Color.Gold);
}
if (cfg.StartAudio != null)
{
SoundSystem.Play(cfg.StartAudio.GetSound(), Filter.Broadcast(), cfg.StartAudio.Params);
}
}
}
}