Files
tbd-station-14/Content.Server/GameTicking/Rules/RoundstartStationVariationRuleSystem.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

72 lines
2.8 KiB
C#

using System.Linq;
using Content.Server.GameTicking.Components;
using Content.Server.GameTicking.Rules.Components;
using Content.Server.Shuttles.Systems;
using Content.Server.Station.Components;
using Content.Server.Station.Events;
using Content.Shared.Storage;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
namespace Content.Server.GameTicking.Rules;
/// <inheritdoc cref="RoundstartStationVariationRuleComponent"/>
public sealed class RoundstartStationVariationRuleSystem : GameRuleSystem<RoundstartStationVariationRuleComponent>
{
[Dependency] private readonly IRobustRandom _random = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<StationPostInitEvent>(OnStationPostInit, after: new []{typeof(ShuttleSystem)});
}
protected override void Added(EntityUid uid, RoundstartStationVariationRuleComponent component, GameRuleComponent gameRule, GameRuleAddedEvent args)
{
var spawns = EntitySpawnCollection.GetSpawns(component.Rules, _random);
foreach (var rule in spawns)
{
GameTicker.AddGameRule(rule);
}
}
private void OnStationPostInit(ref StationPostInitEvent ev)
{
// as long as one is running
if (!GameTicker.IsGameRuleAdded<RoundstartStationVariationRuleComponent>())
return;
// this is unlikely, but could theoretically happen if it was saved and reloaded, so check anyway
if (HasComp<StationVariationHasRunComponent>(ev.Station))
return;
Log.Info($"Running variation rules for station {ToPrettyString(ev.Station)}");
// raise the event on any passes that have been added
var passEv = new StationVariationPassEvent(ev.Station);
var passQuery = EntityQueryEnumerator<StationVariationPassRuleComponent, GameRuleComponent>();
while (passQuery.MoveNext(out var uid, out _, out _))
{
// TODO: for some reason, ending a game rule just gives it a marker comp,
// and doesnt delete it
// so we have to check here that it isnt an ended game rule (which could happen if a preset failed to start
// or it was ended before station maps spawned etc etc etc)
if (HasComp<EndedGameRuleComponent>(uid))
continue;
RaiseLocalEvent(uid, ref passEv);
}
EnsureComp<StationVariationHasRunComponent>(ev.Station);
}
}
/// <summary>
/// Raised directed on game rule entities which are added and marked as <see cref="StationVariationPassRuleComponent"/>
/// when a new station is initialized that should be varied.
/// </summary>
/// <param name="Station">The new station that was added, and its config & grids.</param>
[ByRefEvent]
public readonly record struct StationVariationPassEvent(Entity<StationDataComponent> Station);