CatStation/Content.Shared/Station/Systems/StationSystem.Event.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

136 lines
4.7 KiB
C#

using System.Diagnostics.CodeAnalysis;
using Content.Shared.Station.Components;
using JetBrains.Annotations;
using Robust.Shared.Collections;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
namespace Content.Shared.Station.Systems;
public abstract partial class StationSystem
{
/// <summary>
/// Utility function for finding a random event-eligible station entity
/// TODO: Make calls of this use the below method with T = StationEventEligibleComponent and make this a lookup for NO T versions of stations!!!
/// </summary>
[PublicAPI]
[Obsolete($"Use TryGetRandomStation<T> instead using {nameof(StationEventEligibleComponent)}!")]
public bool TryGetRandomStation([NotNullWhen(true)] out Entity<StationDataComponent>? station, Func<EntityUid, bool>? filter = null)
{
var stations = new ValueList<Entity<StationDataComponent>>(Count<StationEventEligibleComponent>());
filter ??= _ => true;
var query = AllEntityQuery<StationEventEligibleComponent, StationDataComponent>();
while (query.MoveNext(out var uid, out _, out var data))
{
if (!filter(uid))
continue;
stations.Add((uid, data));
}
if (stations.Count == 0)
{
station = null;
return false;
}
// TODO: Engine PR.
station = stations[Random.Next(stations.Count)];
return true;
}
/// <summary>
/// Tries to get a random station with a given component.
/// </summary>
/// <param name="station">Station we are returning.</param>
/// <param name="filter">Optional filter.</param>
/// <typeparam name="T">Component we are querying for.</typeparam>
/// <returns>Station Entity if it exists</returns>
[PublicAPI]
public bool TryGetRandomStation<T>([NotNullWhen(true)] out Entity<StationDataComponent, T>? station, Func<EntityUid, bool>? filter = null) where T : IComponent
{
var stations = new ValueList<Entity<StationDataComponent, T>>(Count<T>());
filter ??= _ => true;
var query = AllEntityQuery<T, StationDataComponent>();
while (query.MoveNext(out var uid, out var comp, out var data))
{
if (!filter(uid))
continue;
stations.Add((uid, data, comp));
}
if (stations.Count == 0)
{
station = null;
return false;
}
// TODO: Engine PR.
station = stations[Random.Next(stations.Count)];
return true;
}
[PublicAPI]
public bool TryFindRandomTile(out Vector2i tile,
[NotNullWhen(true)] out Entity<StationDataComponent>? targetStation,
[NotNullWhen(true)] out Entity<MapGridComponent>? targetGrid,
out EntityCoordinates targetCoords)
{
tile = default;
targetStation = null;
targetGrid = null;
targetCoords = EntityCoordinates.Invalid;
if (TryGetRandomStation(out targetStation))
{
return TryFindRandomTileOnStation(targetStation.Value,
out tile,
out targetGrid,
out targetCoords);
}
return false;
}
/// <summary>
/// Returns a random tile on a random station with the given T component.
/// </summary>
/// <param name="tile">Tile returned.</param>
/// <param name="targetStation">Station returned</param>
/// <param name="targetGrid">Station grid with the tile.</param>
/// <param name="targetCoords">Coordinates of the tile.</param>
/// <typeparam name="T">Component we query for the station!</typeparam>
/// <returns>True if all of the above were found</returns>
[PublicAPI]
public bool TryFindRandomTile<T>(out Vector2i tile,
[NotNullWhen(true)] out Entity<StationDataComponent, T>? targetStation,
[NotNullWhen(true)] out Entity<MapGridComponent>? targetGrid,
out EntityCoordinates targetCoords) where T : IComponent
{
tile = default;
targetStation = null;
targetGrid = null;
targetCoords = EntityCoordinates.Invalid;
return TryGetRandomStation(out targetStation) && TryFindRandomTileOnStation(targetStation.Value,
out tile,
out targetGrid,
out targetCoords);
}
[PublicAPI]
public virtual bool TryFindRandomTileOnStation(Entity<StationDataComponent> station,
out Vector2i tile,
[NotNullWhen(true)] out Entity<MapGridComponent>? targetGrid,
out EntityCoordinates targetCoords,
int numAttempts = 10)
{
tile = default;
targetCoords = EntityCoordinates.Invalid;
targetGrid = null;
return false;
}
}