using Content.Server.Shuttles.Systems;
using Content.Server.Station.Components;
using Content.Server.Station.Events;
using Content.Shared.GameTicking.Components;
using Content.Shared.GameTicking.Rules;
using Content.Shared.GameTicking.Rules.Components;
using Content.Shared.Station.Components;
using Content.Shared.Storage;
using Robust.Shared.Random;
namespace Content.Server.GameTicking.Rules;
///
public sealed partial class RoundstartStationVariationRuleSystem : GameRuleSystem
{
[Dependency] private IRobustRandom _random = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent(OnStationPostInit, after: new[] { typeof(ShuttleSystem) });
}
protected override void Added(Entity ent, ref GameRuleAddedEvent args)
{
base.Added(ent, ref args);
var spawns = EntitySpawnCollection.GetSpawns(ent.Comp1.Rules, _random);
foreach (var rule in spawns)
{
GameTicker.AddGameRule(rule);
}
}
private void OnStationPostInit(ref StationPostInitEvent ev)
{
// as long as one is running
if (!GameTicker.IsGameRuleAdded())
return;
// this is unlikely, but could theoretically happen if it was saved and reloaded, so check anyway
if (HasComp(ev.Station))
return;
Log.Info($"Running variation rules for station {ToPrettyString(ev.Station)}");
// raise the event on any passes that have been added
var passEv = new StationVariationPassEvent(ev.Station);
var passQuery = EntityQueryEnumerator();
while (passQuery.MoveNext(out var uid, out _, out _))
{
RaiseLocalEvent(uid, ref passEv);
}
EnsureComp(ev.Station);
}
}
///
/// Raised directed on game rule entities which are added and marked as
/// when a new station is initialized that should be varied.
///
/// The new station that was added, and its config & grids.
[ByRefEvent]
public readonly record struct StationVariationPassEvent(Entity Station);