Files
tbd-station-14/Content.Server/GameTicking/Rules/LoadMapRuleSystem.cs
2024-12-23 02:42:17 +13:00

106 lines
4.1 KiB
C#

using System.Linq;
using Content.Server.GameTicking.Rules.Components;
using Content.Server.GridPreloader;
using Content.Server.StationEvents.Events;
using Content.Shared.GameTicking.Components;
using Robust.Server.GameObjects;
using Robust.Shared.EntitySerialization;
using Robust.Shared.EntitySerialization.Systems;
using Robust.Shared.Map;
using Robust.Shared.Prototypes;
using Robust.Shared.Utility;
namespace Content.Server.GameTicking.Rules;
public sealed class LoadMapRuleSystem : StationEventSystem<LoadMapRuleComponent>
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly MapSystem _map = default!;
[Dependency] private readonly MapLoaderSystem _mapLoader = default!;
[Dependency] private readonly TransformSystem _transform = default!;
[Dependency] private readonly GridPreloaderSystem _gridPreloader = default!;
protected override void Added(EntityUid uid, LoadMapRuleComponent comp, GameRuleComponent rule, GameRuleAddedEvent args)
{
if (comp.PreloadedGrid != null && !_gridPreloader.PreloadingEnabled)
{
// Preloading will never work if it's disabled, duh
Log.Debug($"Immediately ending {ToPrettyString(uid):rule} as preloading grids is disabled by cvar.");
ForceEndSelf(uid, rule);
return;
}
MapId mapId;
IReadOnlyList<EntityUid> grids;
if (comp.GameMap != null)
{
// Component has one of three modes, only one of the three fields should ever be populated.
DebugTools.AssertNull(comp.MapPath);
DebugTools.AssertNull(comp.GridPath);
DebugTools.AssertNull(comp.PreloadedGrid);
var gameMap = _prototypeManager.Index(comp.GameMap.Value);
grids = GameTicker.LoadGameMap(gameMap, out mapId, null);
Log.Info($"Created map {mapId} for {ToPrettyString(uid):rule}");
}
else if (comp.MapPath is {} path)
{
DebugTools.AssertNull(comp.GridPath);
DebugTools.AssertNull(comp.PreloadedGrid);
var opts = DeserializationOptions.Default with {InitializeMaps = true};
if (!_mapLoader.TryLoadMap(path, out var map, out var gridSet, opts))
{
Log.Error($"Failed to load map from {path}!");
ForceEndSelf(uid, rule);
return;
}
grids = gridSet.Select( x => x.Owner).ToList();
mapId = map.Value.Comp.MapId;
}
else if (comp.GridPath is { } gPath)
{
DebugTools.AssertNull(comp.PreloadedGrid);
// I fucking love it when "map paths" choses to ar
_map.CreateMap(out mapId);
var opts = DeserializationOptions.Default with {InitializeMaps = true};
if (!_mapLoader.TryLoadGrid(mapId, gPath, out var grid, opts))
{
Log.Error($"Failed to load grid from {gPath}!");
ForceEndSelf(uid, rule);
return;
}
grids = new List<EntityUid> {grid.Value.Owner};
}
else if (comp.PreloadedGrid is {} preloaded)
{
// TODO: If there are no preloaded grids left, any rule announcements will still go off!
if (!_gridPreloader.TryGetPreloadedGrid(preloaded, out var loadedShuttle))
{
Log.Error($"Failed to get a preloaded grid with {preloaded}!");
ForceEndSelf(uid, rule);
return;
}
var mapUid = _map.CreateMap(out mapId, runMapInit: false);
_transform.SetParent(loadedShuttle.Value, mapUid);
grids = new List<EntityUid>() { loadedShuttle.Value };
_map.InitializeMap(mapUid);
}
else
{
Log.Error($"No valid map prototype or map path associated with the rule {ToPrettyString(uid)}");
ForceEndSelf(uid, rule);
return;
}
var ev = new RuleLoadedGridsEvent(mapId, grids);
RaiseLocalEvent(uid, ref ev);
base.Added(uid, comp, rule, args);
}
}