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Roundstart variation game rules (#24397)
* 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 (cherry picked from commit cc24ba6a317c4bee84ffa1eda8397c255ca92be9)
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@@ -1,13 +1,27 @@
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using System.Diagnostics.CodeAnalysis;
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using Content.Server.Atmos.EntitySystems;
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using Content.Server.Chat.Managers;
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using Content.Server.GameTicking.Rules.Components;
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using Content.Server.Station.Components;
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using Robust.Server.GameObjects;
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using Robust.Shared.Collections;
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using Robust.Shared.Map;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Random;
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namespace Content.Server.GameTicking.Rules;
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public abstract partial class GameRuleSystem<T> : EntitySystem where T : IComponent
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{
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[Dependency] protected readonly IRobustRandom RobustRandom = default!;
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[Dependency] protected readonly IChatManager ChatManager = default!;
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[Dependency] protected readonly GameTicker GameTicker = default!;
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// Not protected, just to be used in utility methods
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[Dependency] private readonly AtmosphereSystem _atmosphere = default!;
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[Dependency] private readonly MapSystem _map = default!;
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public override void Initialize()
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{
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base.Initialize();
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@@ -71,36 +85,6 @@ public abstract partial class GameRuleSystem<T> : EntitySystem where T : ICompon
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}
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protected EntityQueryEnumerator<ActiveGameRuleComponent, T, GameRuleComponent> QueryActiveRules()
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{
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return EntityQueryEnumerator<ActiveGameRuleComponent, T, GameRuleComponent>();
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}
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protected bool TryRoundStartAttempt(RoundStartAttemptEvent ev, string localizedPresetName)
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{
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var query = EntityQueryEnumerator<ActiveGameRuleComponent, T, GameRuleComponent>();
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while (query.MoveNext(out _, out _, out _, out var gameRule))
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{
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var minPlayers = gameRule.MinPlayers;
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if (!ev.Forced && ev.Players.Length < minPlayers)
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{
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ChatManager.SendAdminAnnouncement(Loc.GetString("preset-not-enough-ready-players",
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("readyPlayersCount", ev.Players.Length), ("minimumPlayers", minPlayers),
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("presetName", localizedPresetName)));
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ev.Cancel();
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continue;
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}
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if (ev.Players.Length == 0)
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{
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ChatManager.DispatchServerAnnouncement(Loc.GetString("preset-no-one-ready"));
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ev.Cancel();
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}
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}
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return !ev.Cancelled;
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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