CatStation/Content.Server/Xenoborgs/XenoborgSystem.cs
Princess Cheeseballs 2c6ffecf62
Move GameTicker to Shared (#45834)
* Scope creep my ass

* why was this shit not pushed????

* gone...

* fix that

* review plus buildd

* asfsafsafsafsafas

* grug

* burber

* I'll fix this later

* shrimply die

* also this

* it's snerf or snuthin

* assaads

* round snend

* aaaa

* fix this shit for real

* actually, don't start GameRules until MapInit now that I think aboot it.

* forgot u

* don't actually need this part nullable

* Deffer comp removal

* one liner

* do that too

* chungus

* Honestly makes more sense here, plus WHY are we doing all that shit on "GameRuleAdded" rather than GameRuleStarted(?)

* deferred removal :V

* aaaaaaaaaaaaaaa

* whhop

* Whoop

* better

* landmine that I placed for myself then forgot about lmao

* cleanup

* FUCKING `!`

* gotovo

* amogus

* please don't check by metadata I beg

* waawsasfdfsasfa

* sfafsasfafsas

* fdsaasffsasfa

* code

* fix

* fasasffasfasfsad

* chungaas

* I may be stupid

* gra

* graaaaaaaaaaaaaaaaa

* comment

* gra

* clearing is not predicted and would require major refactors, so don't cache on client.

* lame shit :P

* last holes

* nukeopsfsafsasafsfafsa

* why  was that shit public bruh

* bubrbgwahrghfaka

* dynamic

* revert change that did nothing lmao
2026-09-16 19:34:19 +00:00

100 lines
4.2 KiB
C#

using Content.Server.GameTicking.Rules;
using Content.Server.Silicons.Borgs;
using Content.Shared.Antag;
using Content.Shared.Destructible;
using Content.Shared.GameTicking.Rules.Components;
using Content.Shared.Mind.Components;
using Content.Shared.Roles;
using Content.Shared.Silicons.Borgs.Components;
using Content.Shared.Xenoborgs.Components;
using Robust.Shared.Player;
namespace Content.Server.Xenoborgs;
public sealed partial class XenoborgSystem : EntitySystem
{
[Dependency] private AntagSelectionSystem _antag = default!;
[Dependency] private BorgSystem _borg = default!;
[Dependency] private SharedRoleSystem _roles = default!;
[Dependency] private ServerXenoborgsRuleSystem _xenoborgsRule = default!;
private static readonly Color XenoborgBriefingColor = Color.BlueViolet;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<XenoborgComponent, DestructionEventArgs>(OnXenoborgDestroyed);
SubscribeLocalEvent<MothershipCoreComponent, DestructionEventArgs>(OnCoreDestroyed);
SubscribeLocalEvent<XenoborgComponent, MindAddedMessage>(OnXenoborgMindAdded);
SubscribeLocalEvent<XenoborgComponent, MindRemovedMessage>(OnXenoborgMindRemoved);
}
private void OnXenoborgDestroyed(EntityUid uid, XenoborgComponent component, DestructionEventArgs args)
{
// if a xenoborg is destroyed, it will check to see if it was the last one
var xenoborgQuery = AllEntityQuery<XenoborgComponent>(); // paused xenoborgs still count
while (xenoborgQuery.MoveNext(out var xenoborg, out _))
{
if (xenoborg != uid)
return;
}
var mothershipCoreQuery = AllEntityQuery<MothershipCoreComponent>(); // paused mothership cores still count
var mothershipCoreAlive = mothershipCoreQuery.MoveNext(out _, out _);
var xenoborgsRuleQuery = EntityQueryEnumerator<XenoborgsRuleComponent>();
if (xenoborgsRuleQuery.MoveNext(out var xenoborgsRuleEnt, out var xenoborgsRuleComp))
_xenoborgsRule.SendXenoborgDeathAnnouncement((xenoborgsRuleEnt, xenoborgsRuleComp), mothershipCoreAlive);
}
private void OnCoreDestroyed(EntityUid ent, MothershipCoreComponent component, DestructionEventArgs args)
{
// if a mothership core is destroyed, it will see if there are any others
var mothershipCoreQuery = AllEntityQuery<MothershipCoreComponent>(); // paused mothership cores still count
while (mothershipCoreQuery.MoveNext(out var mothershipCoreEnt, out _))
{
// if it finds a mothership core that is different from the one just destroyed,
// it doesn't explode the xenoborgs
if (mothershipCoreEnt != ent)
return;
}
var xenoborgsRuleQuery = EntityQueryEnumerator<XenoborgsRuleComponent>();
if (xenoborgsRuleQuery.MoveNext(out var xenoborgsRuleEnt, out var xenoborgsRuleComp))
_xenoborgsRule.SendMothershipDeathAnnouncement((xenoborgsRuleEnt, xenoborgsRuleComp));
// explode all xenoborgs
var xenoborgQuery = AllEntityQuery<XenoborgComponent, BorgTransponderComponent>(); // paused xenoborgs still explode
while (xenoborgQuery.MoveNext(out var xenoborgEnt, out _, out _))
{
if (HasComp<MothershipCoreComponent>(xenoborgEnt))
continue;
// I got tired to trying to make this work via the device network.
// so brute force it is...
_borg.Destroy(xenoborgEnt);
}
}
private void OnXenoborgMindAdded(EntityUid ent, XenoborgComponent comp, MindAddedMessage args)
{
_roles.MindAddRole(args.Mind, comp.MindRole, silent: true);
if (!TryComp<ActorComponent>(ent, out var actorComp))
return;
_antag.SendBriefing(actorComp.PlayerSession,
Loc.GetString(comp.BriefingText),
XenoborgBriefingColor,
comp.BriefingSound
);
}
private void OnXenoborgMindRemoved(EntityUid ent, XenoborgComponent comp, MindRemovedMessage args)
{
// We don't need to update the mind if the mind is being fully detached!
if (args.TransferEntity != null)
_roles.MindRemoveRole(args.Mind.Owner, comp.MindRole);
}
}