using Content.Server.StationEvents.Components;
using Content.Shared.Access;
using Content.Shared.Access.Systems;
using Content.Shared.Access.Components;
using Content.Shared.Doors.Components;
using Content.Shared.Doors.Systems;
using Content.Shared.Lock;
using Content.Shared.GameTicking.Components;
using Content.Shared.Station.Components;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
namespace Content.Server.StationEvents.Events;
///
/// Greytide Virus event
/// This will open and bolt airlocks and unlock lockers from randomly selected access groups.
///
public sealed class GreytideVirusRule : StationEventSystem
{
[Dependency] private readonly AccessReaderSystem _access = default!;
[Dependency] private readonly SharedDoorSystem _door = default!;
[Dependency] private readonly LockSystem _lock = default!;
[Dependency] private readonly IPrototypeManager _prototype = default!;
[Dependency] private readonly IRobustRandom _random = default!;
protected override void Added(EntityUid uid, GreytideVirusRuleComponent virusComp, GameRuleComponent gameRule, GameRuleAddedEvent args)
{
if (!TryComp(uid, out var stationEvent))
return;
// pick severity randomly from range if not specified otherwise
virusComp.Severity ??= virusComp.SeverityRange.Next(_random);
virusComp.Severity = Math.Min(virusComp.Severity.Value, virusComp.AccessGroups.Count);
stationEvent.StartAnnouncement = Loc.GetString("station-event-greytide-virus-start-announcement", ("severity", virusComp.Severity.Value));
base.Added(uid, virusComp, gameRule, args);
}
protected override void Started(EntityUid uid, GreytideVirusRuleComponent virusComp, GameRuleComponent gameRule, GameRuleStartedEvent args)
{
base.Started(uid, virusComp, gameRule, args);
if (virusComp.Severity == null)
return;
if (!TryGetRandomStation(out var chosenStation))
return;
// pick random access groups
var chosen = _random.GetItems(virusComp.AccessGroups, virusComp.Severity.Value, allowDuplicates: false);
// combine all the selected access groups
var accessIds = new HashSet>();
foreach (var group in chosen)
{
if (_prototype.TryIndex(group, out var proto))
accessIds.UnionWith(proto.Tags);
}
var firelockQuery = GetEntityQuery();
var accessQuery = GetEntityQuery();
var lockQuery = AllEntityQuery();
while (lockQuery.MoveNext(out var lockUid, out var lockComp, out var xform))
{
if (!accessQuery.TryComp(lockUid, out var accessComp))
continue;
// make sure not to hit CentCom or other maps
if (CompOrNull(xform.GridUid)?.Station != chosenStation)
continue;
// check access
// the AreAccessTagsAllowed function is a little weird because it technically has support for certain tags to be locked out of opening something
// which might have unintened side effects (see the comments in the function itself)
// but no one uses that yet, so it is fine for now
if (!_access.AreAccessTagsAllowed(accessIds, accessComp) || _access.AreAccessTagsAllowed(virusComp.Blacklist, accessComp))
continue;
// open lockers
_lock.Unlock(lockUid, null, lockComp);
}
var airlockQuery = AllEntityQuery();
while (airlockQuery.MoveNext(out var airlockUid, out var airlockComp, out var doorComp, out var xform))
{
// don't space everything
if (firelockQuery.HasComp(airlockUid))
continue;
// make sure not to hit CentCom or other maps
if (CompOrNull(xform.GridUid)?.Station != chosenStation)
continue;
// use the access reader from the door electronics if they exist
if (!_access.GetMainAccessReader(airlockUid, out var accessComp))
continue;
// check access
if (!_access.AreAccessTagsAllowed(accessIds, accessComp) || _access.AreAccessTagsAllowed(virusComp.Blacklist, accessComp))
continue;
// open and bolt airlocks
_door.TryOpenAndBolt(airlockUid, doorComp, airlockComp);
}
}
}