using System.ComponentModel.DataAnnotations;
using System.Linq;
using Content.Shared.EntityTable.EntitySelectors;
using Content.Shared.GameTicking;
using Robust.Shared.Prototypes;
namespace Content.Shared.EntityTable.Conditions;
public sealed partial class ReoccurrenceDelayCondition : EntityTableCondition
{
///
/// The maximum amount of times this rule can have already be run.
///
[DataField]
public TimeSpan Delay = TimeSpan.Zero;
///
/// The rule that is being checked for occurrences.
/// If null, it will use the value on the attached selector.
///
[DataField]
public EntProtoId? RuleOverride;
protected override bool EvaluateImplementation(EntityTableSelector root,
IEntityManager entMan,
IPrototypeManager proto,
EntityTableContext ctx)
{
string rule;
if (RuleOverride is { } ruleOverride)
{
rule = ruleOverride;
}
else
{
rule = root is EntSelector entSelector
? entSelector.Id
: string.Empty;
}
if (rule == string.Empty)
return false;
var gameTicker = entMan.System();
return gameTicker.AllPreviousGameRules.Any(
p => p.Item2 == rule && p.Item1 + Delay <= gameTicker.RoundDuration());
}
}