Secret! (#8276)
Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com>
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42
Content.Server/GameTicking/Rules/SecretRuleSystem.cs
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42
Content.Server/GameTicking/Rules/SecretRuleSystem.cs
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using System.Linq;
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using Content.Server.GameTicking.Presets;
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using Content.Shared.Random;
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using Content.Shared.Random.Helpers;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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namespace Content.Server.GameTicking.Rules;
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public sealed class SecretRuleSystem : GameRuleSystem
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly GameTicker _ticker = default!;
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public override string Prototype => "Secret";
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public override void Started()
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{
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PickRule();
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}
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public override void Ended()
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{
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// noop
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// Preset should already handle it.
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return;
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}
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private void PickRule()
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{
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// TODO: This doesn't consider what can't start due to minimum player count, but currently there's no way to know anyway.
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// as they use cvars.
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var preset = _prototypeManager.Index<WeightedRandomPrototype>("Secret").Pick(_random);
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Logger.InfoS("gamepreset", $"Selected {preset} for secret.");
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foreach (var rule in _prototypeManager.Index<GamePresetPrototype>(preset).Rules)
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{
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_ticker.AddGameRule(_prototypeManager.Index<GameRulePrototype>(rule));
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}
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}
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}
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