* move MinMax to shared * cleanup MinMax * move other ticking components to shared just because * remove unused prototype file * update everything to use shared components * test * test 2 * test 3 --------- Co-authored-by: deltanedas <@deltanedas:kde.org>
72 lines
2.8 KiB
C#
72 lines
2.8 KiB
C#
using System.Linq;
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using Content.Server.GameTicking.Rules.Components;
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using Content.Server.Shuttles.Systems;
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using Content.Server.Station.Components;
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using Content.Server.Station.Events;
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using Content.Shared.GameTicking.Components;
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using Content.Shared.Storage;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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namespace Content.Server.GameTicking.Rules;
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/// <inheritdoc cref="RoundstartStationVariationRuleComponent"/>
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public sealed class RoundstartStationVariationRuleSystem : GameRuleSystem<RoundstartStationVariationRuleComponent>
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{
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[Dependency] private readonly IRobustRandom _random = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<StationPostInitEvent>(OnStationPostInit, after: new []{typeof(ShuttleSystem)});
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}
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protected override void Added(EntityUid uid, RoundstartStationVariationRuleComponent component, GameRuleComponent gameRule, GameRuleAddedEvent args)
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{
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var spawns = EntitySpawnCollection.GetSpawns(component.Rules, _random);
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foreach (var rule in spawns)
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{
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GameTicker.AddGameRule(rule);
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}
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}
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private void OnStationPostInit(ref StationPostInitEvent ev)
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{
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// as long as one is running
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if (!GameTicker.IsGameRuleAdded<RoundstartStationVariationRuleComponent>())
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return;
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// this is unlikely, but could theoretically happen if it was saved and reloaded, so check anyway
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if (HasComp<StationVariationHasRunComponent>(ev.Station))
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return;
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Log.Info($"Running variation rules for station {ToPrettyString(ev.Station)}");
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// raise the event on any passes that have been added
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var passEv = new StationVariationPassEvent(ev.Station);
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var passQuery = EntityQueryEnumerator<StationVariationPassRuleComponent, GameRuleComponent>();
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while (passQuery.MoveNext(out var uid, out _, out _))
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{
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// TODO: for some reason, ending a game rule just gives it a marker comp,
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// and doesnt delete it
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// so we have to check here that it isnt an ended game rule (which could happen if a preset failed to start
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// or it was ended before station maps spawned etc etc etc)
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if (HasComp<EndedGameRuleComponent>(uid))
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continue;
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RaiseLocalEvent(uid, ref passEv);
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}
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EnsureComp<StationVariationHasRunComponent>(ev.Station);
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}
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}
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/// <summary>
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/// Raised directed on game rule entities which are added and marked as <see cref="StationVariationPassRuleComponent"/>
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/// when a new station is initialized that should be varied.
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/// </summary>
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/// <param name="Station">The new station that was added, and its config & grids.</param>
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[ByRefEvent]
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public readonly record struct StationVariationPassEvent(Entity<StationDataComponent> Station);
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