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OldThink/Content.Server/GameTicking/Rules/SecretRuleSystem.cs

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using Content.Server.GameTicking.Presets;
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using Content.Server.GameTicking.Rules.Components;
using Content.Shared.Random;
using Content.Shared.Random.Helpers;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
namespace Content.Server.GameTicking.Rules;
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public sealed class SecretRuleSystem : GameRuleSystem<SecretRuleComponent>
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IRobustRandom _random = default!;
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protected override void Started(EntityUid uid, SecretRuleComponent component, GameRuleComponent gameRule, GameRuleStartedEvent args)
{
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base.Started(uid, component, gameRule, args);
PickRule(component);
}
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protected override void Ended(EntityUid uid, SecretRuleComponent component, GameRuleComponent gameRule, GameRuleEndedEvent args)
{
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base.Ended(uid, component, gameRule, args);
foreach (var rule in component.AdditionalGameRules)
{
GameTicker.EndGameRule(rule);
}
}
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private void PickRule(SecretRuleComponent component)
{
// TODO: This doesn't consider what can't start due to minimum player count,
// but currently there's no way to know anyway as they use cvars.
var preset = _prototypeManager.Index<WeightedRandomPrototype>("Secret").Pick(_random);
Logger.InfoS("gamepreset", $"Selected {preset} for secret.");
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var rules = _prototypeManager.Index<GamePresetPrototype>(preset).Rules;
foreach (var rule in rules)
{
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GameTicker.StartGameRule(rule, out var ruleEnt);
component.AdditionalGameRules.Add(ruleEnt);
}
}
}