Files
tbd-station-14/Content.Shared/Entry/EntryPoint.cs
2024-01-10 23:28:42 +11:00

101 lines
3.2 KiB
C#

using Content.Shared.CCVar;
using Content.Shared.Chemistry.Reaction;
using Content.Shared.Chemistry.Reagent;
using Content.Shared.Humanoid.Markings;
using Content.Shared.IoC;
using Content.Shared.Localizations;
using Content.Shared.Maps;
using Robust.Shared;
using Robust.Shared.Configuration;
using Robust.Shared.ContentPack;
using Robust.Shared.Map;
using Robust.Shared.Network;
using Robust.Shared.Prototypes;
namespace Content.Shared.Entry
{
public sealed class EntryPoint : GameShared
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly ITileDefinitionManager _tileDefinitionManager = default!;
public override void PreInit()
{
IoCManager.InjectDependencies(this);
SharedContentIoC.Register();
}
public override void Shutdown()
{
_prototypeManager.PrototypesReloaded -= PrototypeReload;
}
public override void Init()
{
}
public override void PostInit()
{
base.PostInit();
InitTileDefinitions();
IoCManager.Resolve<MarkingManager>().Initialize();
#if DEBUG
var configMan = IoCManager.Resolve<IConfigurationManager>();
configMan.OverrideDefault(CVars.NetFakeLagMin, 0.075f);
configMan.OverrideDefault(CVars.NetFakeLoss, 0.005f);
configMan.OverrideDefault(CVars.NetFakeDuplicates, 0.005f);
#endif
}
private void InitTileDefinitions()
{
_prototypeManager.PrototypesReloaded += PrototypeReload;
// Register space first because I'm a hard coding hack.
var spaceDef = _prototypeManager.Index<ContentTileDefinition>(ContentTileDefinition.SpaceID);
_tileDefinitionManager.Register(spaceDef);
var prototypeList = new List<ContentTileDefinition>();
foreach (var tileDef in _prototypeManager.EnumeratePrototypes<ContentTileDefinition>())
{
if (tileDef.ID == ContentTileDefinition.SpaceID)
{
continue;
}
prototypeList.Add(tileDef);
}
// Sort ordinal to ensure it's consistent client and server.
// So that tile IDs match up.
prototypeList.Sort((a, b) => string.Compare(a.ID, b.ID, StringComparison.Ordinal));
foreach (var tileDef in prototypeList)
{
_tileDefinitionManager.Register(tileDef);
}
_tileDefinitionManager.Initialize();
}
private void PrototypeReload(PrototypesReloadedEventArgs obj)
{
/* I am leaving this here commented out to re-iterate
- our game is shitcode
- tiledefmanager no likey proto reloads and you must re-assign the tile ids.
if (!obj.WasModified<ContentTileDefinition>())
return;
*/
// Need to re-allocate tiledefs due to how prototype reloads work
foreach (var def in _prototypeManager.EnumeratePrototypes<ContentTileDefinition>())
{
def.AssignTileId(_tileDefinitionManager[def.ID].TileId);
}
}
}
}