Files
space-station-14/Content.Server/GameTicking/Rules/GameRuleSystem.cs
T
Princess Cheeseballs 086479313f Completely Rewrite Antag Selection Code to fix 1 bug but this time without breaking the game. Add Test For All Game Presets. (#43191)
* "fixes" it but the logic just needs to be rewritten.

* init commit

* almost there

* commit

* Scrounger

* actually spawn the ghost roles, and better assertion behavior!

* update the warning because I know someone is gonna touch it

* hhng

* fix Traitor assignment

* Prune the list and ignore dummy antags

* game test

* skip dummy antag

* crisaskjfshj

* It's time, it's fucking time

* fixing the secret gamemode bug once and for all.

* docs

* burger

* dssdgdsgds

* so hungry for test fails

* job whitelist

* review

---------

Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
2026-04-25 09:20:56 +00:00

122 lines
3.8 KiB
C#

using Content.Server.Atmos.EntitySystems;
using Content.Server.Chat.Managers;
using Content.Shared.GameTicking.Components;
using Robust.Server.GameObjects;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Timing;
namespace Content.Server.GameTicking.Rules;
public abstract partial class GameRuleSystem<T> : EntitySystem where T : IComponent
{
[Dependency] protected readonly IGameTiming Timing = default!;
[Dependency] protected readonly IPrototypeManager Proto = default!;
[Dependency] protected readonly IRobustRandom RobustRandom = default!;
[Dependency] protected readonly GameTicker GameTicker = default!;
// Not protected, just to be used in utility methods
[Dependency] private readonly AtmosphereSystem _atmosphere = default!;
[Dependency] private readonly MapSystem _map = default!;
[Dependency] protected readonly EntityQuery<GameRuleComponent> GameRuleQuery = default!;
[Dependency] protected readonly EntityQuery<T> RuleQuery = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<T, GameRuleAddedEvent>(OnGameRuleAdded);
SubscribeLocalEvent<T, GameRuleStartedEvent>(OnGameRuleStarted);
SubscribeLocalEvent<T, GameRuleEndedEvent>(OnGameRuleEnded);
SubscribeLocalEvent<RoundEndTextAppendEvent>(OnRoundEndTextAppend);
}
private void OnGameRuleAdded(EntityUid uid, T component, ref GameRuleAddedEvent args)
{
if (!GameRuleQuery.TryComp(uid, out var ruleData))
return;
Added(uid, component, ruleData, args);
}
private void OnGameRuleStarted(EntityUid uid, T component, ref GameRuleStartedEvent args)
{
if (!GameRuleQuery.TryComp(uid, out var ruleData))
return;
Started(uid, component, ruleData, args);
}
private void OnGameRuleEnded(EntityUid uid, T component, ref GameRuleEndedEvent args)
{
if (!GameRuleQuery.TryComp(uid, out var ruleData))
return;
Ended(uid, component, ruleData, args);
}
private void OnRoundEndTextAppend(RoundEndTextAppendEvent ev)
{
var query = QueryAllRules();
while (query.MoveNext(out var uid, out var comp, out var ruleData))
{
AppendRoundEndText(uid, comp, ruleData, ref ev);
}
}
/// <summary>
/// Called when the gamerule is added
/// </summary>
protected virtual void Added(EntityUid uid, T component, GameRuleComponent gameRule, GameRuleAddedEvent args)
{
}
/// <summary>
/// Called when the gamerule begins
/// </summary>
protected virtual void Started(EntityUid uid, T component, GameRuleComponent gameRule, GameRuleStartedEvent args)
{
}
/// <summary>
/// Called when the gamerule ends
/// </summary>
protected virtual void Ended(EntityUid uid, T component, GameRuleComponent gameRule, GameRuleEndedEvent args)
{
}
/// <summary>
/// Called at the end of a round when text needs to be added for a game rule.
/// </summary>
protected virtual void AppendRoundEndText(EntityUid uid, T component, GameRuleComponent gameRule, ref RoundEndTextAppendEvent args)
{
}
/// <summary>
/// Called on an active gamerule entity in the Update function
/// </summary>
protected virtual void ActiveTick(EntityUid uid, T component, GameRuleComponent gameRule, float frameTime)
{
}
public override void Update(float frameTime)
{
base.Update(frameTime);
var query = EntityQueryEnumerator<T, GameRuleComponent>();
while (query.MoveNext(out var uid, out var comp1, out var comp2))
{
if (!GameTicker.IsGameRuleActive(uid, comp2))
continue;
ActiveTick(uid, comp1, comp2, frameTime);
}
}
}