Files
tbd-station-14/Content.Server/GameTicking/GameTicker.GameRule.cs
Nemanja 161fd6c83c Mega Antag Refactor (#25786)
* Mega Antag Refactor

* last minute delta save

* more workshopping

* more shit

* ok tested this for once

* okkkkk sure

* generic delays for starting rules

* well darn

* nukies partially

* ouagh

* ballin' faded and smonkin wed

* obliterated the diff

* Spread my arms and soak up congratulations

* I've got plenty of love, but nothing to show for it

* but there’s too much sunlight
Shining on my laptop monitor, so I
Can’t see anything with any amount of clarity

* ok this junk

* OOK!

* fubar

* most of sloth's review

* oh boy

* eek

* hell yea!

* ASDFJASDJFvsakcvjkzjnhhhyh
2024-04-25 11:31:45 +10:00

354 lines
12 KiB
C#

using System.Linq;
using Content.Server.Administration;
using Content.Server.GameTicking.Components;
using Content.Shared.Administration;
using Content.Shared.Database;
using Content.Shared.Prototypes;
using JetBrains.Annotations;
using Robust.Shared.Console;
using Robust.Shared.Map;
using Robust.Shared.Prototypes;
namespace Content.Server.GameTicking;
public sealed partial class GameTicker
{
[ViewVariables] private readonly List<(TimeSpan, string)> _allPreviousGameRules = new();
/// <summary>
/// A list storing the start times of all game rules that have been started this round.
/// Game rules can be started and stopped at any time, including midround.
/// </summary>
public IReadOnlyList<(TimeSpan, string)> AllPreviousGameRules => _allPreviousGameRules;
private void InitializeGameRules()
{
// Add game rule command.
_consoleHost.RegisterCommand("addgamerule",
string.Empty,
"addgamerule <rules>",
AddGameRuleCommand,
AddGameRuleCompletions);
// End game rule command.
_consoleHost.RegisterCommand("endgamerule",
string.Empty,
"endgamerule <rules>",
EndGameRuleCommand,
EndGameRuleCompletions);
// Clear game rules command.
_consoleHost.RegisterCommand("cleargamerules",
string.Empty,
"cleargamerules",
ClearGameRulesCommand);
}
private void ShutdownGameRules()
{
_consoleHost.UnregisterCommand("addgamerule");
_consoleHost.UnregisterCommand("endgamerule");
_consoleHost.UnregisterCommand("cleargamerules");
}
/// <summary>
/// Adds a game rule to the list, but does not
/// start it yet, instead waiting until the rule is actually started by other code (usually roundstart)
/// </summary>
/// <returns>The entity for the added gamerule</returns>
public EntityUid AddGameRule(string ruleId)
{
var ruleEntity = Spawn(ruleId, MapCoordinates.Nullspace);
_sawmill.Info($"Added game rule {ToPrettyString(ruleEntity)}");
_adminLogger.Add(LogType.EventStarted, $"Added game rule {ToPrettyString(ruleEntity)}");
var ev = new GameRuleAddedEvent(ruleEntity, ruleId);
RaiseLocalEvent(ruleEntity, ref ev, true);
return ruleEntity;
}
/// <summary>
/// Game rules can be 'started' separately from being added. 'Starting' them usually
/// happens at round start while they can be added and removed before then.
/// </summary>
public bool StartGameRule(string ruleId)
{
return StartGameRule(ruleId, out _);
}
/// <summary>
/// Game rules can be 'started' separately from being added. 'Starting' them usually
/// happens at round start while they can be added and removed before then.
/// </summary>
public bool StartGameRule(string ruleId, out EntityUid ruleEntity)
{
ruleEntity = AddGameRule(ruleId);
return StartGameRule(ruleEntity);
}
/// <summary>
/// Game rules can be 'started' separately from being added. 'Starting' them usually
/// happens at round start while they can be added and removed before then.
/// </summary>
public bool StartGameRule(EntityUid ruleEntity, GameRuleComponent? ruleData = null)
{
if (!Resolve(ruleEntity, ref ruleData))
ruleData ??= EnsureComp<GameRuleComponent>(ruleEntity);
// can't start an already active rule
if (HasComp<ActiveGameRuleComponent>(ruleEntity) || HasComp<EndedGameRuleComponent>(ruleEntity))
return false;
if (MetaData(ruleEntity).EntityPrototype?.ID is not { } id) // you really fucked up
return false;
// If we already have it, then we just skip the delay as it has already happened.
if (!RemComp<DelayedStartRuleComponent>(ruleEntity) && ruleData.Delay != null)
{
var delayTime = TimeSpan.FromSeconds(ruleData.Delay.Value.Next(_robustRandom));
if (delayTime > TimeSpan.Zero)
{
_sawmill.Info($"Queued start for game rule {ToPrettyString(ruleEntity)} with delay {delayTime}");
_adminLogger.Add(LogType.EventStarted, $"Queued start for game rule {ToPrettyString(ruleEntity)} with delay {delayTime}");
var delayed = EnsureComp<DelayedStartRuleComponent>(ruleEntity);
delayed.RuleStartTime = _gameTiming.CurTime + (delayTime);
return true;
}
}
_allPreviousGameRules.Add((RoundDuration(), id));
_sawmill.Info($"Started game rule {ToPrettyString(ruleEntity)}");
_adminLogger.Add(LogType.EventStarted, $"Started game rule {ToPrettyString(ruleEntity)}");
EnsureComp<ActiveGameRuleComponent>(ruleEntity);
ruleData.ActivatedAt = _gameTiming.CurTime;
var ev = new GameRuleStartedEvent(ruleEntity, id);
RaiseLocalEvent(ruleEntity, ref ev, true);
return true;
}
/// <summary>
/// Ends a game rule.
/// </summary>
[PublicAPI]
public bool EndGameRule(EntityUid ruleEntity, GameRuleComponent? ruleData = null)
{
if (!Resolve(ruleEntity, ref ruleData))
return false;
// don't end it multiple times
if (HasComp<EndedGameRuleComponent>(ruleEntity))
return false;
if (MetaData(ruleEntity).EntityPrototype?.ID is not { } id) // you really fucked up
return false;
RemComp<ActiveGameRuleComponent>(ruleEntity);
EnsureComp<EndedGameRuleComponent>(ruleEntity);
_sawmill.Info($"Ended game rule {ToPrettyString(ruleEntity)}");
_adminLogger.Add(LogType.EventStopped, $"Ended game rule {ToPrettyString(ruleEntity)}");
var ev = new GameRuleEndedEvent(ruleEntity, id);
RaiseLocalEvent(ruleEntity, ref ev, true);
return true;
}
/// <summary>
/// Returns true if a game rule with the given component has been added.
/// </summary>
public bool IsGameRuleAdded<T>()
where T : IComponent
{
var query = EntityQueryEnumerator<T, GameRuleComponent>();
while (query.MoveNext(out var uid, out _, out _))
{
if (HasComp<EndedGameRuleComponent>(uid))
continue;
return true;
}
return false;
}
public bool IsGameRuleAdded(EntityUid ruleEntity, GameRuleComponent? component = null)
{
return Resolve(ruleEntity, ref component) && !HasComp<EndedGameRuleComponent>(ruleEntity);
}
public bool IsGameRuleAdded(string rule)
{
foreach (var ruleEntity in GetAddedGameRules())
{
if (MetaData(ruleEntity).EntityPrototype?.ID == rule)
return true;
}
return false;
}
/// <summary>
/// Returns true if a game rule with the given component is active..
/// </summary>
public bool IsGameRuleActive<T>()
where T : IComponent
{
var query = EntityQueryEnumerator<T, ActiveGameRuleComponent, GameRuleComponent>();
// out, damned underscore!!!
while (query.MoveNext(out _, out _, out _, out _))
{
return true;
}
return false;
}
public bool IsGameRuleActive(EntityUid ruleEntity, GameRuleComponent? component = null)
{
return Resolve(ruleEntity, ref component) && HasComp<ActiveGameRuleComponent>(ruleEntity);
}
public bool IsGameRuleActive(string rule)
{
foreach (var ruleEntity in GetActiveGameRules())
{
if (MetaData(ruleEntity).EntityPrototype?.ID == rule)
return true;
}
return false;
}
public void ClearGameRules()
{
foreach (var rule in GetAddedGameRules())
{
EndGameRule(rule);
}
}
/// <summary>
/// Gets all the gamerule entities which are currently active.
/// </summary>
public IEnumerable<EntityUid> GetAddedGameRules()
{
var query = EntityQueryEnumerator<GameRuleComponent>();
while (query.MoveNext(out var uid, out var ruleData))
{
if (IsGameRuleAdded(uid, ruleData))
yield return uid;
}
}
/// <summary>
/// Gets all the gamerule entities which are currently active.
/// </summary>
public IEnumerable<EntityUid> GetActiveGameRules()
{
var query = EntityQueryEnumerator<ActiveGameRuleComponent, GameRuleComponent>();
while (query.MoveNext(out var uid, out _, out _))
{
yield return uid;
}
}
/// <summary>
/// Gets all gamerule prototypes
/// </summary>
public IEnumerable<EntityPrototype> GetAllGameRulePrototypes()
{
foreach (var proto in _prototypeManager.EnumeratePrototypes<EntityPrototype>())
{
if (proto.Abstract)
continue;
if (proto.HasComponent<GameRuleComponent>())
yield return proto;
}
}
private void UpdateGameRules()
{
var query = EntityQueryEnumerator<DelayedStartRuleComponent, GameRuleComponent>();
while (query.MoveNext(out var uid, out var delay, out var rule))
{
if (_gameTiming.CurTime < delay.RuleStartTime)
continue;
StartGameRule(uid, rule);
}
}
#region Command Implementations
[AdminCommand(AdminFlags.Fun)]
private void AddGameRuleCommand(IConsoleShell shell, string argstr, string[] args)
{
if (args.Length == 0)
return;
foreach (var rule in args)
{
if (shell.Player != null)
{
_adminLogger.Add(LogType.EventStarted, $"{shell.Player} tried to add game rule [{rule}] via command");
}
else
{
_adminLogger.Add(LogType.EventStarted, $"Unknown tried to add game rule [{rule}] via command");
}
var ent = AddGameRule(rule);
// Start rule if we're already in the middle of a round
if(RunLevel == GameRunLevel.InRound)
StartGameRule(ent);
}
}
private CompletionResult AddGameRuleCompletions(IConsoleShell shell, string[] args)
{
return CompletionResult.FromHintOptions(GetAllGameRulePrototypes().Select(p => p.ID), "<rule>");
}
[AdminCommand(AdminFlags.Fun)]
private void EndGameRuleCommand(IConsoleShell shell, string argstr, string[] args)
{
if (args.Length == 0)
return;
foreach (var rule in args)
{
if (!NetEntity.TryParse(rule, out var ruleEntNet) || !TryGetEntity(ruleEntNet, out var ruleEnt))
continue;
if (shell.Player != null)
{
_adminLogger.Add(LogType.EventStopped, $"{shell.Player} tried to end game rule [{rule}] via command");
}
else
{
_adminLogger.Add(LogType.EventStopped, $"Unknown tried to end game rule [{rule}] via command");
}
EndGameRule(ruleEnt.Value);
}
}
private CompletionResult EndGameRuleCompletions(IConsoleShell shell, string[] args)
{
var opts = GetAddedGameRules().Select(ent => new CompletionOption(ent.ToString(), ToPrettyString(ent))).ToList();
return CompletionResult.FromHintOptions(opts, "<added rule>");
}
[AdminCommand(AdminFlags.Fun)]
private void ClearGameRulesCommand(IConsoleShell shell, string argstr, string[] args)
{
ClearGameRules();
}
#endregion
}