Revert "Gamerule Entities" (#15724)

This commit is contained in:
metalgearsloth
2023-04-24 16:21:05 +10:00
committed by GitHub
parent 39cc02b8f9
commit d3552dae00
124 changed files with 4328 additions and 3083 deletions

View File

@@ -1,5 +1,6 @@
using System.Linq;
using Content.Server.GameTicking.Presets;
using Content.Server.GameTicking.Rules.Components;
using Content.Server.GameTicking.Rules.Configurations;
using Content.Shared.Random;
using Content.Shared.Random.Helpers;
using Robust.Shared.Prototypes;
@@ -7,28 +8,25 @@ using Robust.Shared.Random;
namespace Content.Server.GameTicking.Rules;
public sealed class SecretRuleSystem : GameRuleSystem<SecretRuleComponent>
public sealed class SecretRuleSystem : GameRuleSystem
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly GameTicker _ticker = default!;
protected override void Started(EntityUid uid, SecretRuleComponent component, GameRuleComponent gameRule, GameRuleStartedEvent args)
public override string Prototype => "Secret";
public override void Started()
{
base.Started(uid, component, gameRule, args);
PickRule(component);
PickRule();
}
protected override void Ended(EntityUid uid, SecretRuleComponent component, GameRuleComponent gameRule, GameRuleEndedEvent args)
public override void Ended()
{
base.Ended(uid, component, gameRule, args);
foreach (var rule in component.AdditionalGameRules)
{
GameTicker.EndGameRule(rule);
}
// Preset should already handle it.
}
private void PickRule(SecretRuleComponent component)
private void PickRule()
{
// TODO: This doesn't consider what can't start due to minimum player count, but currently there's no way to know anyway.
// as they use cvars.
@@ -37,8 +35,7 @@ public sealed class SecretRuleSystem : GameRuleSystem<SecretRuleComponent>
foreach (var rule in _prototypeManager.Index<GamePresetPrototype>(preset).Rules)
{
GameTicker.StartGameRule(rule, out var ruleEnt);
component.AdditionalGameRules.Add(ruleEnt);
_ticker.StartGameRule(_prototypeManager.Index<GameRulePrototype>(rule));
}
}
}