Gamerule Entities, Take 2 (#15765)

This commit is contained in:
Nemanja
2023-04-25 20:23:14 -04:00
committed by GitHub
parent 08ccb5367e
commit 59349b1b9b
124 changed files with 3102 additions and 4344 deletions

View File

@@ -1,244 +1,303 @@
using System.Linq;
using Content.Server.Administration;
using Content.Server.GameTicking.Rules;
using Content.Server.GameTicking.Rules.Configurations;
using Content.Server.GameTicking.Rules.Components;
using Content.Shared.Administration;
using Content.Shared.Prototypes;
using JetBrains.Annotations;
using Robust.Shared.Console;
using Robust.Shared.Map;
using Robust.Shared.Prototypes;
namespace Content.Server.GameTicking
namespace Content.Server.GameTicking;
public sealed partial class GameTicker
{
public sealed partial class GameTicker
[ViewVariables] private readonly List<(TimeSpan, string)> _allPreviousGameRules = new();
/// <summary>
/// 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.
/// </summary>
public IReadOnlyList<(TimeSpan, string)> AllPreviousGameRules => _allPreviousGameRules;
private void InitializeGameRules()
{
// No duplicates.
[ViewVariables] private readonly HashSet<GameRulePrototype> _addedGameRules = new();
// Add game rule command.
_consoleHost.RegisterCommand("addgamerule",
string.Empty,
"addgamerule <rules>",
AddGameRuleCommand,
AddGameRuleCompletions);
/// <summary>
/// Holds all currently added game rules.
/// </summary>
public IReadOnlySet<GameRulePrototype> AddedGameRules => _addedGameRules;
// End game rule command.
_consoleHost.RegisterCommand("endgamerule",
string.Empty,
"endgamerule <rules>",
EndGameRuleCommand,
EndGameRuleCompletions);
[ViewVariables] private readonly HashSet<GameRulePrototype> _startedGameRules = new();
// Clear game rules command.
_consoleHost.RegisterCommand("cleargamerules",
string.Empty,
"cleargamerules",
ClearGameRulesCommand);
}
/// <summary>
/// Holds all currently started game rules.
/// </summary>
public IReadOnlySet<GameRulePrototype> StartedGameRules => _startedGameRules;
[ViewVariables] private readonly List<(TimeSpan, GameRulePrototype)> _allPreviousGameRules = new();
/// <summary>
/// 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.
/// </summary>
public IReadOnlyList<(TimeSpan, GameRulePrototype)> AllPreviousGameRules => _allPreviousGameRules;
private void InitializeGameRules()
{
// Add game rule command.
_consoleHost.RegisterCommand("addgamerule",
string.Empty,
"addgamerule <rules>",
AddGameRuleCommand,
AddGameRuleCompletions);
// End game rule command.
_consoleHost.RegisterCommand("endgamerule",
string.Empty,
"endgamerule <rules>",
EndGameRuleCommand,
EndGameRuleCompletions);
// Clear game rules command.
_consoleHost.RegisterCommand("cleargamerules",
string.Empty,
"cleargamerules",
ClearGameRulesCommand);
}
private void ShutdownGameRules()
{
_consoleHost.UnregisterCommand("addgamerule");
_consoleHost.UnregisterCommand("endgamerule");
_consoleHost.UnregisterCommand("cleargamerules");
}
/// <summary>
/// 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.
/// </summary>
public void StartGameRule(GameRulePrototype rule)
{
if (!IsGameRuleAdded(rule))
AddGameRule(rule);
_allPreviousGameRules.Add((RoundDuration(), rule));
_sawmill.Info($"Started game rule {rule.ID}");
if (_startedGameRules.Add(rule))
RaiseLocalEvent(new GameRuleStartedEvent(rule));
}
/// <summary>
/// Ends a game rule.
/// This always includes removing it (from added game rules) so that behavior
/// is not separate from this.
/// </summary>
/// <param name="rule"></param>
public void EndGameRule(GameRulePrototype rule)
{
if (!IsGameRuleAdded(rule))
return;
_addedGameRules.Remove(rule);
_sawmill.Info($"Ended game rule {rule.ID}");
if (IsGameRuleStarted(rule))
_startedGameRules.Remove(rule);
RaiseLocalEvent(new GameRuleEndedEvent(rule));
}
/// <summary>
/// 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)
/// </summary>
public bool AddGameRule(GameRulePrototype rule)
{
if (!_addedGameRules.Add(rule))
return false;
_sawmill.Info($"Added game rule {rule.ID}");
RaiseLocalEvent(new GameRuleAddedEvent(rule));
return true;
}
public bool IsGameRuleAdded(GameRulePrototype rule)
{
return _addedGameRules.Contains(rule);
}
public bool IsGameRuleAdded(string rule)
{
foreach (var ruleProto in _addedGameRules)
{
if (ruleProto.ID.Equals(rule))
return true;
}
return false;
}
public bool IsGameRuleStarted(GameRulePrototype rule)
{
return _startedGameRules.Contains(rule);
}
public bool IsGameRuleStarted(string rule)
{
foreach (var ruleProto in _startedGameRules)
{
if (ruleProto.ID.Equals(rule))
return true;
}
return false;
}
public void ClearGameRules()
{
foreach (var rule in _addedGameRules.ToArray())
{
EndGameRule(rule);
}
}
#region Command Implementations
[AdminCommand(AdminFlags.Fun)]
private void AddGameRuleCommand(IConsoleShell shell, string argstr, string[] args)
{
if (args.Length == 0)
return;
foreach (var ruleId in args)
{
if (!_prototypeManager.TryIndex<GameRulePrototype>(ruleId, out var rule))
continue;
AddGameRule(rule);
// Start rule if we're already in the middle of a round
if(RunLevel == GameRunLevel.InRound)
StartGameRule(rule);
}
}
private CompletionResult AddGameRuleCompletions(IConsoleShell shell, string[] args)
{
var activeIds = _addedGameRules.Select(c => c.ID);
return CompletionResult.FromHintOptions(CompletionHelper.PrototypeIDs<GameRulePrototype>().Where(p => !activeIds.Contains(p.Value)),
"<rule>");
}
[AdminCommand(AdminFlags.Fun)]
private void EndGameRuleCommand(IConsoleShell shell, string argstr, string[] args)
{
if (args.Length == 0)
return;
foreach (var ruleId in args)
{
if (!_prototypeManager.TryIndex<GameRulePrototype>(ruleId, out var rule))
continue;
EndGameRule(rule);
}
}
private CompletionResult EndGameRuleCompletions(IConsoleShell shell, string[] args)
{
return CompletionResult.FromHintOptions(_addedGameRules.Select(c => new CompletionOption(c.ID)),
"<added rule>");
}
[AdminCommand(AdminFlags.Fun)]
private void ClearGameRulesCommand(IConsoleShell shell, string argstr, string[] args)
{
ClearGameRules();
}
#endregion
private void ShutdownGameRules()
{
_consoleHost.UnregisterCommand("addgamerule");
_consoleHost.UnregisterCommand("endgamerule");
_consoleHost.UnregisterCommand("cleargamerules");
}
/// <summary>
/// Raised broadcast when a game rule is selected, but not started yet.
/// 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)
/// </summary>
public sealed class GameRuleAddedEvent
/// <returns>The entity for the added gamerule</returns>
public EntityUid AddGameRule(string ruleId)
{
public GameRulePrototype Rule { get; }
var ruleEntity = Spawn(ruleId, MapCoordinates.Nullspace);
_sawmill.Info($"Added game rule {ToPrettyString(ruleEntity)}");
public GameRuleAddedEvent(GameRulePrototype rule)
var ev = new GameRuleAddedEvent(ruleEntity, ruleId);
RaiseLocalEvent(ruleEntity, ref ev, true);
return ruleEntity;
}
/// <summary>
/// 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.
/// </summary>
public bool StartGameRule(string ruleId)
{
return StartGameRule(ruleId, out _);
}
/// <summary>
/// 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.
/// </summary>
public bool StartGameRule(string ruleId, out EntityUid ruleEntity)
{
ruleEntity = AddGameRule(ruleId);
return StartGameRule(ruleEntity);
}
/// <summary>
/// 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.
/// </summary>
public bool StartGameRule(EntityUid ruleEntity, GameRuleComponent? ruleData = null)
{
if (!Resolve(ruleEntity, ref ruleData))
ruleData ??= EnsureComp<GameRuleComponent>(ruleEntity);
// can't start an already active rule
if (ruleData.Active || ruleData.Ended)
return false;
if (MetaData(ruleEntity).EntityPrototype?.ID is not { } id) // you really fucked up
return false;
_allPreviousGameRules.Add((RoundDuration(), id));
_sawmill.Info($"Started game rule {ToPrettyString(ruleEntity)}");
ruleData.Active = true;
var ev = new GameRuleStartedEvent(ruleEntity, id);
RaiseLocalEvent(ruleEntity, ref ev, true);
return true;
}
/// <summary>
/// Ends a game rule.
/// </summary>
[PublicAPI]
public bool EndGameRule(EntityUid ruleEntity, GameRuleComponent? ruleData = null)
{
if (!Resolve(ruleEntity, ref ruleData))
return false;
// don't end it multiple times
if (ruleData.Ended)
return false;
if (MetaData(ruleEntity).EntityPrototype?.ID is not { } id) // you really fucked up
return false;
ruleData.Active = false;
ruleData.Ended = true;
_sawmill.Info($"Ended game rule {ToPrettyString(ruleEntity)}");
var ev = new GameRuleEndedEvent(ruleEntity, id);
RaiseLocalEvent(ruleEntity, ref ev, true);
return true;
}
public bool IsGameRuleAdded(EntityUid ruleEntity, GameRuleComponent? component = null)
{
return Resolve(ruleEntity, ref component) && !component.Ended;
}
public bool IsGameRuleAdded(string rule)
{
foreach (var ruleEntity in GetAddedGameRules())
{
Rule = rule;
if (MetaData(ruleEntity).EntityPrototype?.ID == rule)
return true;
}
return false;
}
public bool IsGameRuleActive(EntityUid ruleEntity, GameRuleComponent? component = null)
{
return Resolve(ruleEntity, ref component) && component.Active;
}
public bool IsGameRuleActive(string rule)
{
foreach (var ruleEntity in GetActiveGameRules())
{
if (MetaData(ruleEntity).EntityPrototype?.ID == rule)
return true;
}
return false;
}
public void ClearGameRules()
{
foreach (var rule in GetAddedGameRules())
{
EndGameRule(rule);
}
}
public sealed class GameRuleStartedEvent
/// <summary>
/// Gets all the gamerule entities which are currently active.
/// </summary>
public IEnumerable<EntityUid> GetAddedGameRules()
{
public GameRulePrototype Rule { get; }
public GameRuleStartedEvent(GameRulePrototype rule)
var query = EntityQueryEnumerator<GameRuleComponent>();
while (query.MoveNext(out var uid, out var ruleData))
{
Rule = rule;
if (IsGameRuleAdded(uid, ruleData))
yield return uid;
}
}
public sealed class GameRuleEndedEvent
/// <summary>
/// Gets all the gamerule entities which are currently active.
/// </summary>
public IEnumerable<EntityUid> GetActiveGameRules()
{
public GameRulePrototype Rule { get; }
public GameRuleEndedEvent(GameRulePrototype rule)
var query = EntityQueryEnumerator<GameRuleComponent>();
while (query.MoveNext(out var uid, out var ruleData))
{
Rule = rule;
if (ruleData.Active)
yield return uid;
}
}
/// <summary>
/// Gets all gamerule prototypes
/// </summary>
public IEnumerable<EntityPrototype> GetAllGameRulePrototypes()
{
foreach (var proto in _prototypeManager.EnumeratePrototypes<EntityPrototype>())
{
if (proto.Abstract)
continue;
if (proto.HasComponent<GameRuleComponent>())
yield return proto;
}
}
#region Command Implementations
[AdminCommand(AdminFlags.Fun)]
private void AddGameRuleCommand(IConsoleShell shell, string argstr, string[] args)
{
if (args.Length == 0)
return;
foreach (var rule in args)
{
var ent = AddGameRule(rule);
// Start rule if we're already in the middle of a round
if(RunLevel == GameRunLevel.InRound)
StartGameRule(ent);
}
}
private CompletionResult AddGameRuleCompletions(IConsoleShell shell, string[] args)
{
return CompletionResult.FromHintOptions(GetAllGameRulePrototypes().Select(p => p.ID), "<rule>");
}
[AdminCommand(AdminFlags.Fun)]
private void EndGameRuleCommand(IConsoleShell shell, string argstr, string[] args)
{
if (args.Length == 0)
return;
foreach (var rule in args)
{
if (!EntityUid.TryParse(rule, out var ruleEnt))
continue;
EndGameRule(ruleEnt);
}
}
private CompletionResult EndGameRuleCompletions(IConsoleShell shell, string[] args)
{
return CompletionResult.FromHintOptions(GetAddedGameRules().Select(u => u.ToString()), "<added rule>");
}
[AdminCommand(AdminFlags.Fun)]
private void ClearGameRulesCommand(IConsoleShell shell, string argstr, string[] args)
{
ClearGameRules();
}
#endregion
}
/*
/// <summary>
/// Raised broadcast when a game rule is selected, but not started yet.
/// </summary>
public sealed class GameRuleAddedEvent
{
public GameRulePrototype Rule { get; }
public GameRuleAddedEvent(GameRulePrototype rule)
{
Rule = rule;
}
}
public sealed class GameRuleStartedEvent
{
public GameRulePrototype Rule { get; }
public GameRuleStartedEvent(GameRulePrototype rule)
{
Rule = rule;
}
}
public sealed class GameRuleEndedEvent
{
public GameRulePrototype Rule { get; }
public GameRuleEndedEvent(GameRulePrototype rule)
{
Rule = rule;
}
}
*/