* Raise `StationPostInitEvent` broadcast * Basic variation pass handling * standardize names + rule entities * why does it work like that? * add to defaults * light break variation pass * ent spawn entry * move some stationevent utility functions to gamerule + add one for finding random tile on specified station * forgot how statistics works * powered light variation pass is good now * station tile count function * public method to ensure all solutions (for procedural use before mapinit) * move gamerulesystem utility funcs to partial * ensure all solutions before spilling in puddlesystem. for use when spilling before mapinit * trash & puddle variation passes! * oh yeah * ehh lets live a little * std * utility for game rule check based on comp * entprotoid the trash spawner oops * generalize trash variation * use added instead of started for secret rule * random cleanup * generic replacement variation system * Wall rusting variation rule * account for modifying while enumerating * use localaabb * fix test * minor tweaks * reinforced wall replacer + puddletweaker
65 lines
2.5 KiB
C#
65 lines
2.5 KiB
C#
using Content.Server.Administration.Logs;
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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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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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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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