* add ObjectiveLimit comp/system * give ian and disk limits * all * up limit --------- Co-authored-by: deltanedas <@deltanedas:kde.org>
65 lines
1.8 KiB
C#
65 lines
1.8 KiB
C#
using Content.Server.GameTicking.Rules.Components;
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using Content.Server.Objectives.Components;
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using Content.Shared.Mind;
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using Content.Shared.Objectives.Components;
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public sealed class ObjectiveLimitSystem : EntitySystem
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{
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ObjectiveLimitComponent, RequirementCheckEvent>(OnCheck);
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}
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private void OnCheck(Entity<ObjectiveLimitComponent> ent, ref RequirementCheckEvent args)
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{
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if (args.Cancelled)
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return;
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if (Prototype(ent)?.ID is not {} proto)
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{
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Log.Error($"ObjectiveLimit used for non-prototyped objective {ent}");
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return;
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}
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var remaining = ent.Comp.Limit;
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// all traitor rules are considered
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// maybe this would interfere with multistation stuff in the future but eh
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foreach (var rule in EntityQuery<TraitorRuleComponent>())
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{
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foreach (var mindId in rule.TraitorMinds)
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{
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if (mindId == args.MindId || !HasObjective(mindId, proto))
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continue;
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remaining--;
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// limit has been reached, prevent adding the objective
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if (remaining == 0)
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{
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args.Cancelled = true;
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return;
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}
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}
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}
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}
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/// <summary>
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/// Returns true if the mind has an objective of a certain prototype.
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/// </summary>
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public bool HasObjective(EntityUid mindId, string proto, MindComponent? mind = null)
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{
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if (!Resolve(mindId, ref mind))
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return false;
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foreach (var objective in mind.AllObjectives)
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{
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if (Prototype(objective)?.ID == proto)
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return true;
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}
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return false;
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}
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}
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