using Content.Server.GameTicking.Rules.Configurations;
using JetBrains.Annotations;
namespace Content.Server.GameTicking.Rules;
[PublicAPI]
public abstract class GameRuleSystem : EntitySystem
{
[Dependency] protected GameTicker GameTicker = default!;
///
/// Whether this GameRule is currently added or not.
/// Be sure to check this before doing anything rule-specific.
///
public bool RuleAdded { get; protected set; }
///
/// Whether this game rule has been started after being added.
/// You probably want to check this before doing any update loop stuff.
///
public bool RuleStarted { get; protected set; }
///
/// When the GameRule prototype with this ID is added, this system will be enabled.
/// When it gets removed, this system will be disabled.
///
public new abstract string Prototype { get; }
///
/// Holds the current configuration after the event has been added.
/// This should not be getting accessed before the event is enabled, as usual.
///
public GameRuleConfiguration Configuration = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent(OnGameRuleAdded);
SubscribeLocalEvent(OnGameRuleStarted);
SubscribeLocalEvent(OnGameRuleEnded);
}
private void OnGameRuleAdded(GameRuleAddedEvent ev)
{
if (ev.Rule.Configuration.Id != Prototype)
return;
Configuration = ev.Rule.Configuration;
RuleAdded = true;
Added();
}
private void OnGameRuleStarted(GameRuleStartedEvent ev)
{
if (ev.Rule.Configuration.Id != Prototype)
return;
RuleStarted = true;
Started();
}
private void OnGameRuleEnded(GameRuleEndedEvent ev)
{
if (ev.Rule.Configuration.Id != Prototype)
return;
RuleAdded = false;
RuleStarted = false;
Ended();
}
///
/// Called when the game rule has been added.
/// You should avoid using this in favor of started--they are not the same thing.
///
///
/// This is virtual because it doesn't actually have to be used, and most of the time shouldn't be.
///
public virtual void Added() { }
///
/// Called when the game rule has been started.
///
public abstract void Started();
///
/// Called when the game rule has ended.
///
public abstract void Ended();
}