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* 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
53 lines
1.5 KiB
C#
53 lines
1.5 KiB
C#
using Content.Shared.EntityTable.EntitySelectors;
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using Content.Shared.GameTicking;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.EntityTable.Conditions;
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/// <summary>
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/// Condition that succeeds only when the specified gamerule has been run under a certain amount of times
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/// </summary>
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/// <remarks>
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/// This is meant to be attached directly to EntSelector. If it is not, then you'll need to specify what rule
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/// is being used inside RuleOverride.
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/// </remarks>
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public sealed partial class MaxRuleOccurenceCondition : EntityTableCondition
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{
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/// <summary>
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/// The maximum amount of times this rule can have already be run.
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/// </summary>
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[DataField]
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public int Max = 1;
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/// <summary>
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/// The rule that is being checked for occurrences.
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/// If null, it will use the value on the attached selector.
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/// </summary>
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[DataField]
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public EntProtoId? RuleOverride;
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protected override bool EvaluateImplementation(EntityTableSelector root,
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IEntityManager entMan,
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IPrototypeManager proto,
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EntityTableContext ctx)
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{
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string rule;
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if (RuleOverride is { } ruleOverride)
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{
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rule = ruleOverride;
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}
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else
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{
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rule = root is EntSelector entSelector
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? entSelector.Id
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: string.Empty;
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}
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if (rule == string.Empty)
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return false;
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var gameTicker = entMan.System<GameTicker>();
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return gameTicker.GetOccurrences(rule) < Max;
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}
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}
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