* 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
69 lines
2.8 KiB
C#
69 lines
2.8 KiB
C#
using Content.Server.Administration.Logs;
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using Content.Server.GameTicking.Components;
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using Content.Server.Chat.Managers;
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using Content.Server.GameTicking.Presets;
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using Content.Server.GameTicking.Rules.Components;
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using Content.Shared.Random;
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using Content.Shared.Random.Helpers;
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using Content.Shared.CCVar;
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using Content.Shared.Database;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Configuration;
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namespace Content.Server.GameTicking.Rules;
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public sealed class SecretRuleSystem : GameRuleSystem<SecretRuleComponent>
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly IConfigurationManager _configurationManager = default!;
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[Dependency] private readonly IAdminLogManager _adminLogger = default!;
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[Dependency] private readonly IChatManager _chatManager = default!;
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protected override void Added(EntityUid uid, SecretRuleComponent component, GameRuleComponent gameRule, GameRuleAddedEvent args)
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{
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base.Added(uid, component, gameRule, args);
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PickRule(component);
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}
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protected override void Ended(EntityUid uid, SecretRuleComponent component, GameRuleComponent gameRule, GameRuleEndedEvent args)
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{
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base.Ended(uid, component, gameRule, args);
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foreach (var rule in component.AdditionalGameRules)
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{
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GameTicker.EndGameRule(rule);
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}
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}
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private void PickRule(SecretRuleComponent component)
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{
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// TODO: This doesn't consider what can't start due to minimum player count,
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// but currently there's no way to know anyway as they use cvars.
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var presetString = _configurationManager.GetCVar(CCVars.SecretWeightPrototype);
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var preset = _prototypeManager.Index<WeightedRandomPrototype>(presetString).Pick(_random);
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Log.Info($"Selected {preset} for secret.");
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_adminLogger.Add(LogType.EventStarted, $"Selected {preset} for secret.");
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_chatManager.SendAdminAnnouncement(Loc.GetString("rule-secret-selected-preset", ("preset", preset)));
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var rules = _prototypeManager.Index<GamePresetPrototype>(preset).Rules;
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foreach (var rule in rules)
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{
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EntityUid ruleEnt;
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// if we're pre-round (i.e. will only be added)
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// then just add rules. if we're added in the middle of the round (or at any other point really)
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// then we want to start them as well
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if (GameTicker.RunLevel <= GameRunLevel.InRound)
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ruleEnt = GameTicker.AddGameRule(rule);
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else
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{
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GameTicker.StartGameRule(rule, out ruleEnt);
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}
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component.AdditionalGameRules.Add(ruleEnt);
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}
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}
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}
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