Allow gamemodes to specify custom map pools (#18429)

* Allow game presets to require certain maps

* make preset maps ignore the game map pool

* make it use a map pool prototype

* Typo

---------

Co-authored-by: Kevin Zheng <kevinz5000@gmail.com>
This commit is contained in:
Nemanja
2023-08-01 17:11:50 -04:00
committed by GitHub
parent b7382646b6
commit 27231420bc
8 changed files with 102 additions and 29 deletions

View File

@@ -3,6 +3,7 @@ using System.Linq;
using System.Threading.Tasks;
using Content.Server.GameTicking.Presets;
using Content.Server.Ghost.Components;
using Content.Server.Maps;
using Content.Shared.CCVar;
using Content.Shared.Damage;
using Content.Shared.Damage.Prototypes;
@@ -17,8 +18,16 @@ namespace Content.Server.GameTicking
{
public const float PresetFailedCooldownIncrease = 30f;
/// <summary>
/// The selected preset that will be used at the start of the next round.
/// </summary>
public GamePresetPrototype? Preset { get; private set; }
/// <summary>
/// The preset that's currently active.
/// </summary>
public GamePresetPrototype? CurrentPreset { get; private set; }
private bool StartPreset(IPlayerSession[] origReadyPlayers, bool force)
{
var startAttempt = new RoundStartAttemptEvent(origReadyPlayers, force);
@@ -27,7 +36,7 @@ namespace Content.Server.GameTicking
if (!startAttempt.Cancelled)
return true;
var presetTitle = Preset != null ? Loc.GetString(Preset.ModeTitle) : string.Empty;
var presetTitle = CurrentPreset != null ? Loc.GetString(CurrentPreset.ModeTitle) : string.Empty;
void FailedPresetRestart()
{
@@ -93,6 +102,7 @@ namespace Content.Server.GameTicking
Preset = preset;
UpdateInfoText();
ValidateMap();
if (force)
{
@@ -131,12 +141,39 @@ namespace Content.Server.GameTicking
return prototype != null;
}
public bool IsMapEligible(GameMapPrototype map)
{
if (Preset == null)
return true;
if (Preset.MapPool == null || !_prototypeManager.TryIndex<GameMapPoolPrototype>(Preset.MapPool, out var pool))
return true;
return pool.Maps.Contains(map.ID);
}
private void ValidateMap()
{
if (Preset == null || _gameMapManager.GetSelectedMap() is not { } map)
return;
if (Preset.MapPool == null ||
!_prototypeManager.TryIndex<GameMapPoolPrototype>(Preset.MapPool, out var pool))
return;
if (pool.Maps.Contains(map.ID))
return;
_gameMapManager.SelectMapRandom();
}
[PublicAPI]
private bool AddGamePresetRules()
{
if (DummyTicker || Preset == null)
return false;
CurrentPreset = Preset;
foreach (var rule in Preset.Rules)
{
AddGameRule(rule);