using System.Linq; using Content.Server.GameTicking.Presets; using Content.Shared.Random; using Content.Shared.Random.Helpers; using Robust.Shared.Prototypes; using Robust.Shared.Random; namespace Content.Server.GameTicking.Rules; public sealed class SecretRuleSystem : GameRuleSystem { [Dependency] private readonly IPrototypeManager _prototypeManager = default!; [Dependency] private readonly IRobustRandom _random = default!; [Dependency] private readonly GameTicker _ticker = default!; public override string Prototype => "Secret"; public override void Started() { PickRule(); } public override void Ended() { // noop // Preset should already handle it. return; } 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. var preset = _prototypeManager.Index("Secret").Pick(_random); Logger.InfoS("gamepreset", $"Selected {preset} for secret."); foreach (var rule in _prototypeManager.Index(preset).Rules) { _ticker.AddGameRule(_prototypeManager.Index(rule)); } } }