Add conditional spawning component (#1069)
* Add conditional spawning component * Remove null checks * Remove leftover return * Properly spawn items when game rule gets added * Fix duplicate uids in saltern * GameRules returns IEnumerable using yield.
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using System;
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using System.Collections.Generic;
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using Content.Server.GameTicking;
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using Content.Server.Interfaces.GameTicking;
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using NFluidsynth;
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using Robust.Server.Interfaces.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Random;
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using Robust.Shared.Interfaces.Reflection;
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using Robust.Shared.IoC;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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using SQLitePCL;
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using Logger = Robust.Shared.Log.Logger;
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namespace Content.Server.GameObjects.Components.Markers
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{
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[RegisterComponent]
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public class ConditionalSpawnerComponent : Component, IMapInit
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{
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public override string Name => "ConditionalSpawner";
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#pragma warning disable 649
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[Dependency] private IGameTicker _gameTicker;
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[Dependency] private IReflectionManager _reflectionManager;
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[Dependency] private IEntityManager _entityManager;
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[Dependency] private IRobustRandom _robustRandom;
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#pragma warning restore 649
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[ViewVariables(VVAccess.ReadWrite)]
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public List<string> Prototypes { get; set; } = new List<string>();
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[ViewVariables(VVAccess.ReadWrite)]
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private List<string> _gameRules = new List<string>();
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[ViewVariables(VVAccess.ReadWrite)]
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public float Chance { get; set; } = 1.0f;
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public IEnumerable<Type> GameRules
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{
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get
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{
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foreach (var rule in _gameRules)
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{
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yield return _reflectionManager.GetType(rule);
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}
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}
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}
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(this, x => Prototypes, "prototypes", new List<string>());
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serializer.DataField(this, x => Chance, "chance", 1.0f);
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serializer.DataField(this, x => _gameRules, "gameRules", new List<string>());
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}
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private void RuleAdded(GameRuleAddedEventArgs obj)
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{
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if(_gameRules.Contains(obj.GameRule.GetType().Name))
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Spawn();
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}
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private void TrySpawn()
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{
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if (_gameRules.Count == 0)
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{
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Spawn();
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return;
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}
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foreach (var rule in GameRules)
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{
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if (!_gameTicker.HasGameRule(rule)) continue;
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Spawn();
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return;
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}
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}
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private void Spawn()
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{
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if (Chance != 1.0f && !_robustRandom.Prob(Chance))
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return;
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if (Prototypes.Count == 0)
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{
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Logger.Warning($"Prototype list in ConditionalSpawnComponent is empty! Entity: {Owner}");
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return;
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}
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_entityManager.SpawnEntity(_robustRandom.Pick(Prototypes), Owner.Transform.GridPosition);
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}
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public void MapInit()
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{
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_gameTicker.OnRuleAdded += RuleAdded;
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TrySpawn();
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}
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}
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}
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