79 lines
2.7 KiB
C#
79 lines
2.7 KiB
C#
using Content.Server.Antag;
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using Content.Server.GameTicking.Rules.Components;
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using Content.Server.Spawners.Components;
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using Content.Shared.Whitelist;
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using Robust.Server.Physics;
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using Robust.Shared.Map;
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namespace Content.Server.GameTicking.Rules;
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/// <summary>
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/// Handles storing grids from <see cref="RuleLoadedGridsEvent"/> and antags spawning on their spawners.
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/// </summary>
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public sealed class RuleGridsSystem : GameRuleSystem<RuleGridsComponent>
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{
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[Dependency] private readonly EntityWhitelistSystem _whitelist = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<GridSplitEvent>(OnGridSplit);
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SubscribeLocalEvent<RuleGridsComponent, RuleLoadedGridsEvent>(OnLoadedGrids);
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SubscribeLocalEvent<RuleGridsComponent, AntagSelectLocationEvent>(OnSelectLocation);
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}
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private void OnGridSplit(ref GridSplitEvent args)
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{
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var rule = QueryActiveRules();
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while (rule.MoveNext(out _, out var comp, out _))
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{
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if (!comp.MapGrids.Contains(args.Grid))
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continue;
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comp.MapGrids.AddRange(args.NewGrids);
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break; // only 1 rule can own a grid, not multiple
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}
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}
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private void OnLoadedGrids(Entity<RuleGridsComponent> ent, ref RuleLoadedGridsEvent args)
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{
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var (uid, comp) = ent;
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if (comp.Map != null && args.Map != comp.Map)
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{
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Log.Warning($"{ToPrettyString(uid):rule} loaded grids on multiple maps {comp.Map} and {args.Map}, the second will be ignored.");
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return;
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}
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comp.Map = args.Map;
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comp.MapGrids.AddRange(args.Grids);
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}
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private void OnSelectLocation(Entity<RuleGridsComponent> ent, ref AntagSelectLocationEvent args)
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{
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var query = EntityQueryEnumerator<SpawnPointComponent, TransformComponent>();
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while (query.MoveNext(out var uid, out _, out var xform))
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{
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if (xform.MapID != ent.Comp.Map)
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continue;
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if (xform.GridUid is not {} grid || !ent.Comp.MapGrids.Contains(grid))
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continue;
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if (_whitelist.IsWhitelistFail(ent.Comp.SpawnerWhitelist, uid))
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continue;
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args.Coordinates.Add(_transform.GetMapCoordinates(xform));
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}
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}
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}
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/// <summary>
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/// Raised by another gamerule system to store loaded grids, and have other systems work with it.
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/// A single rule can only load grids for a single map, attempts to load more are ignored.
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/// </summary>
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[ByRefEvent]
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public record struct RuleLoadedGridsEvent(MapId Map, IReadOnlyList<EntityUid> Grids);
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