GameRuleOnTrigger (#39845)
* Gaming * commit --------- Co-authored-by: iaada <iaada@users.noreply.github.com>
This commit is contained in:
44
Content.Server/Trigger/Systems/GameRuleTriggerSystem.cs
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44
Content.Server/Trigger/Systems/GameRuleTriggerSystem.cs
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using Content.Server.Administration.Logs;
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using Content.Server.GameTicking;
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using Content.Shared.Database;
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using Content.Shared.Trigger;
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using Content.Shared.Trigger.Components.Effects;
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namespace Content.Server.Trigger.Systems;
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/// <summary>
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/// Trigger system for game rules.
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/// </summary>
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public sealed class GameRuleTriggerSystem : EntitySystem
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{
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[Dependency] private readonly GameTicker _ticker = default!;
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[Dependency] private readonly IAdminLogManager _adminLogger = default!;
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/// <inheritdoc/>
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<AddGameRuleOnTriggerComponent, TriggerEvent>(AddRuleOnTrigger);
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}
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private void AddRuleOnTrigger(Entity<AddGameRuleOnTriggerComponent> ent, ref TriggerEvent args)
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{
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if (args.Key != null && !ent.Comp.KeysIn.Contains(args.Key))
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return;
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var rule = _ticker.AddGameRule(ent.Comp.GameRule);
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_adminLogger.Add(LogType.EventStarted,
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$"{ToPrettyString(args.User):entity} added a game rule [{ent.Comp.GameRule}]" +
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$" via a trigger on {ToPrettyString(ent.Owner):entity}.");
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if (ent.Comp.StartRule && _ticker.RunLevel == GameRunLevel.InRound)
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{
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_ticker.StartGameRule(rule);
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_adminLogger.Add(LogType.EventStarted, $"{ToPrettyString(args.User):entity} started game rule [{ent.Comp.GameRule}].");
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}
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args.Handled = true;
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}
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}
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using Content.Shared.GameTicking.Components;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.Trigger.Components.Effects;
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/// <summary>
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/// Adds and starts a new game rule on a trigger.
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/// The user is always logged alongside the game rule and this entity.
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class AddGameRuleOnTriggerComponent : BaseXOnTriggerComponent
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{
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/// <summary>
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/// The game rule that will be added. Entity requires <see cref="GameRuleComponent"/>.
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/// </summary>
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[DataField(required: true), AutoNetworkedField]
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public EntProtoId<GameRuleComponent> GameRule;
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/// <summary>
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/// Whether to also start the game rule when adding it.
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/// You almost always want this to be true.
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool StartRule = true;
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}
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