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);