CatStation/Content.Server/Objectives/Systems/ObjectiveLimitSystem.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

66 lines
1.9 KiB
C#

using Content.Server.Objectives.Components;
using Content.Shared.GameTicking.Rules.Components;
using Content.Shared.Mind;
using Content.Shared.Objectives.Components;
namespace Content.Server.Objectives.Systems;
public sealed partial class ObjectiveLimitSystem : EntitySystem
{
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<ObjectiveLimitComponent, RequirementCheckEvent>(OnCheck);
}
private void OnCheck(Entity<ObjectiveLimitComponent> ent, ref RequirementCheckEvent args)
{
if (args.Cancelled)
return;
if (Prototype(ent)?.ID is not {} proto)
{
Log.Error($"ObjectiveLimit used for non-prototyped objective {ent}");
return;
}
var remaining = ent.Comp.Limit;
// all traitor rules are considered
// maybe this would interfere with multistation stuff in the future but eh
foreach (var rule in EntityQuery<TraitorRuleComponent>())
{
foreach (var mindId in rule.TraitorMinds)
{
if (mindId == args.MindId || !HasObjective(mindId, proto))
continue;
remaining--;
// limit has been reached, prevent adding the objective
if (remaining == 0)
{
args.Cancelled = true;
return;
}
}
}
}
/// <summary>
/// Returns true if the mind has an objective of a certain prototype.
/// </summary>
public bool HasObjective(EntityUid mindId, string proto, MindComponent? mind = null)
{
if (!Resolve(mindId, ref mind))
return false;
foreach (var objective in mind.Objectives)
{
if (Prototype(objective)?.ID == proto)
return true;
}
return false;
}
}