Revert "Refactor Game Modes" oh god oh fuck go back it was too good to be true (#5855)

This commit is contained in:
Paul Ritter
2021-12-21 19:25:52 +01:00
committed by GitHub
parent 8831d08229
commit 75721c214c
59 changed files with 1715 additions and 1971 deletions

View File

@@ -1,5 +1,5 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Content.Server.GameTicking.Rules;
using Robust.Shared.ViewVariables;
@@ -7,68 +7,66 @@ namespace Content.Server.GameTicking
{
public partial class GameTicker
{
// No duplicates.
[ViewVariables] private readonly HashSet<GameRulePrototype> _gameRules = new();
public IEnumerable<GameRulePrototype> ActiveGameRules => _gameRules;
[ViewVariables] private readonly List<GameRule> _gameRules = new();
public IEnumerable<GameRule> ActiveGameRules => _gameRules;
public bool AddGameRule(GameRulePrototype rule)
public T AddGameRule<T>() where T : GameRule, new()
{
if (!_gameRules.Add(rule))
var instance = _dynamicTypeFactory.CreateInstance<T>();
_gameRules.Add(instance);
instance.Added();
RaiseLocalEvent(new GameRuleAddedEvent(instance));
return instance;
}
public bool HasGameRule(string? name)
{
if (name == null)
return false;
RaiseLocalEvent(new GameRuleAddedEvent(rule));
return true;
}
public bool RemoveGameRule(GameRulePrototype rule)
{
if (!_gameRules.Remove(rule))
return false;
RaiseLocalEvent(new GameRuleRemovedEvent(rule));
return true;
}
public bool HasGameRule(GameRulePrototype rule)
{
return _gameRules.Contains(rule);
}
public bool HasGameRule(string rule)
{
foreach (var ruleProto in _gameRules)
foreach (var rule in _gameRules)
{
if (ruleProto.ID.Equals(rule))
if (rule.GetType().Name == name)
{
return true;
}
}
return false;
}
public bool HasGameRule(Type? type)
{
if (type == null || !typeof(GameRule).IsAssignableFrom(type))
return false;
foreach (var rule in _gameRules)
{
if (rule.GetType().IsAssignableFrom(type))
return true;
}
return false;
}
public void ClearGameRules()
public void RemoveGameRule(GameRule rule)
{
foreach (var rule in _gameRules.ToArray())
{
RemoveGameRule(rule);
}
if (_gameRules.Contains(rule)) return;
rule.Removed();
_gameRules.Remove(rule);
}
}
public class GameRuleAddedEvent
{
public GameRulePrototype Rule { get; }
public GameRule Rule { get; }
public GameRuleAddedEvent(GameRulePrototype rule)
{
Rule = rule;
}
}
public class GameRuleRemovedEvent
{
public GameRulePrototype Rule { get; }
public GameRuleRemovedEvent(GameRulePrototype rule)
public GameRuleAddedEvent(GameRule rule)
{
Rule = rule;
}