Revert "Gamerule Entities" (#15724)
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@@ -1,84 +1,94 @@
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using Content.Server.GameTicking.Rules.Components;
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using Content.Server.GameTicking.Rules.Configurations;
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using JetBrains.Annotations;
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namespace Content.Server.GameTicking.Rules;
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public abstract class GameRuleSystem<T> : EntitySystem where T : Component
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[PublicAPI]
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public abstract class GameRuleSystem : EntitySystem
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{
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[Dependency] protected GameTicker GameTicker = default!;
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/// <summary>
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/// Whether this GameRule is currently added or not.
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/// Be sure to check this before doing anything rule-specific.
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/// </summary>
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public bool RuleAdded { get; protected set; }
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/// <summary>
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/// Whether this game rule has been started after being added.
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/// You probably want to check this before doing any update loop stuff.
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/// </summary>
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public bool RuleStarted { get; protected set; }
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/// <summary>
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/// When the GameRule prototype with this ID is added, this system will be enabled.
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/// When it gets removed, this system will be disabled.
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/// </summary>
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public new abstract string Prototype { get; }
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/// <summary>
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/// Holds the current configuration after the event has been added.
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/// This should not be getting accessed before the event is enabled, as usual.
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/// </summary>
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public GameRuleConfiguration Configuration = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<T, GameRuleAddedEvent>(OnGameRuleAdded);
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SubscribeLocalEvent<T, GameRuleStartedEvent>(OnGameRuleStarted);
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SubscribeLocalEvent<T, GameRuleEndedEvent>(OnGameRuleEnded);
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SubscribeLocalEvent<GameRuleAddedEvent>(OnGameRuleAdded);
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SubscribeLocalEvent<GameRuleStartedEvent>(OnGameRuleStarted);
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SubscribeLocalEvent<GameRuleEndedEvent>(OnGameRuleEnded);
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}
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private void OnGameRuleAdded(EntityUid uid, T component, ref GameRuleAddedEvent args)
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private void OnGameRuleAdded(GameRuleAddedEvent ev)
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{
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if (!TryComp<GameRuleComponent>(uid, out var ruleData))
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if (ev.Rule.Configuration.Id != Prototype)
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return;
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Added(uid, component, ruleData, args);
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Configuration = ev.Rule.Configuration;
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RuleAdded = true;
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Added();
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}
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private void OnGameRuleStarted(EntityUid uid, T component, ref GameRuleStartedEvent args)
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private void OnGameRuleStarted(GameRuleStartedEvent ev)
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{
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if (!TryComp<GameRuleComponent>(uid, out var ruleData))
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if (ev.Rule.Configuration.Id != Prototype)
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return;
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Started(uid, component, ruleData, args);
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RuleStarted = true;
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Started();
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}
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private void OnGameRuleEnded(EntityUid uid, T component, ref GameRuleEndedEvent args)
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private void OnGameRuleEnded(GameRuleEndedEvent ev)
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{
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if (!TryComp<GameRuleComponent>(uid, out var ruleData))
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if (ev.Rule.Configuration.Id != Prototype)
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return;
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Ended(uid, component, ruleData, args);
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RuleAdded = false;
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RuleStarted = false;
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Ended();
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}
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/// <summary>
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/// Called when the gamerule is added
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/// Called when the game rule has been added.
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/// You should avoid using this in favor of started--they are not the same thing.
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/// </summary>
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protected virtual void Added(EntityUid uid, T component, GameRuleComponent gameRule, GameRuleAddedEvent args)
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{
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}
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/// <remarks>
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/// This is virtual because it doesn't actually have to be used, and most of the time shouldn't be.
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/// </remarks>
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public virtual void Added() { }
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/// <summary>
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/// Called when the gamerule begins
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/// Called when the game rule has been started.
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/// </summary>
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protected virtual void Started(EntityUid uid, T component, GameRuleComponent gameRule, GameRuleStartedEvent args)
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{
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}
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public abstract void Started();
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/// <summary>
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/// Called when the gamerule ends
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/// Called when the game rule has ended.
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/// </summary>
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protected virtual void Ended(EntityUid uid, T component, GameRuleComponent gameRule, GameRuleEndedEvent args)
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{
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}
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/// <summary>
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/// Called on an active gamerule entity in the Update function
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/// </summary>
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protected virtual void ActiveTick(EntityUid uid, T component, GameRuleComponent gameRule, float frameTime)
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{
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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var query = EntityQueryEnumerator<T, GameRuleComponent>();
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while (query.MoveNext(out var uid, out var comp1, out var comp2))
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{
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if (!GameTicker.IsGameRuleActive(uid, comp2))
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continue;
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ActiveTick(uid, comp1, comp2, frameTime);
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}
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}
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public abstract void Ended();
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}
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