Files
wwdpublic/Content.Server/GameTicking/Rules/LoadMapRuleSystem.cs
VMSolidus 08822e34ba Cherry-Pick Antag Refactor (#734)
This cherry-pick's Wizden's Antag Refactor, which is needed for all
future antag updates, as well as for me to cherry-pick over Cultists(Who
are going to need some editing to fit the antag refactor), Changelings,
Heretics, and Wizards. I actually selected the White-Dream-Public
version of the Antag Refactor, due to it having commits made tailored to
our repository, so it comes prepackaged with all the changes necessary
for our repo-specific content.

https://github.com/frosty-dev/ss14-wwdp/pull/10

Signed-off-by: Timemaster99 <57200767+Timemaster99@users.noreply.github.com>
Co-authored-by: ThereDrD <88589686+ThereDrD0@users.noreply.github.com>
Co-authored-by: Jeff <velcroboy333@hotmail.com>
Co-authored-by: Timemaster99 <57200767+Timemaster99@users.noreply.github.com>
Co-authored-by: Timemaster99 <elijahrobot@gmail.com>
Co-authored-by: luckywill339@gmail.com <luckywill339@gmail.com>
Co-authored-by: Danger Revolution! <142105406+DangerRevolution@users.noreply.github.com>
Co-authored-by: Azzy <azzydev@icloud.com>
2024-08-15 10:11:48 -07:00

81 lines
2.7 KiB
C#

using Content.Server.Antag;
using Content.Server.GameTicking.Components;
using Content.Server.GameTicking.Rules.Components;
using Content.Server.Spawners.Components;
using Robust.Server.GameObjects;
using Robust.Server.Maps;
using Robust.Shared.Prototypes;
namespace Content.Server.GameTicking.Rules;
public sealed class LoadMapRuleSystem : GameRuleSystem<LoadMapRuleComponent>
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly MapSystem _map = default!;
[Dependency] private readonly MapLoaderSystem _mapLoader = default!;
[Dependency] private readonly TransformSystem _transform = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<LoadMapRuleComponent, AntagSelectLocationEvent>(OnSelectLocation);
SubscribeLocalEvent<GridSplitEvent>(OnGridSplit);
}
private void OnGridSplit(ref GridSplitEvent args)
{
var rule = QueryActiveRules();
while (rule.MoveNext(out _, out var mapComp, out _))
{
if (!mapComp.MapGrids.Contains(args.Grid))
continue;
mapComp.MapGrids.AddRange(args.NewGrids);
break;
}
}
protected override void Added(EntityUid uid, LoadMapRuleComponent comp, GameRuleComponent rule, GameRuleAddedEvent args)
{
if (comp.Map != null)
return;
_map.CreateMap(out var mapId);
comp.Map = mapId;
if (comp.GameMap != null)
{
var gameMap = _prototypeManager.Index(comp.GameMap.Value);
comp.MapGrids.AddRange(GameTicker.LoadGameMap(gameMap, comp.Map.Value, new MapLoadOptions()));
}
else if (comp.MapPath != null)
{
if (_mapLoader.TryLoad(comp.Map.Value, comp.MapPath.Value.ToString(), out var roots, new MapLoadOptions { LoadMap = true }))
comp.MapGrids.AddRange(roots);
}
else
{
Log.Error($"No valid map prototype or map path associated with the rule {ToPrettyString(uid)}");
}
}
private void OnSelectLocation(Entity<LoadMapRuleComponent> ent, ref AntagSelectLocationEvent args)
{
var query = EntityQueryEnumerator<SpawnPointComponent, TransformComponent>();
while (query.MoveNext(out var uid, out _, out var xform))
{
if (xform.MapID != ent.Comp.Map)
continue;
if (xform.GridUid == null || !ent.Comp.MapGrids.Contains(xform.GridUid.Value))
continue;
if (ent.Comp.SpawnerWhitelist != null && !ent.Comp.SpawnerWhitelist.IsValid(uid, EntityManager))
continue;
args.Coordinates.Add(_transform.GetMapCoordinates(xform));
}
}
}