CatStation/Content.Server/GameTicking/Rules/VariationPass/VariationPassSystem.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

30 lines
1 KiB
C#

using Content.Server.Station.Systems;
using Content.Shared.GameTicking.Rules;
using Robust.Shared.Random;
namespace Content.Server.GameTicking.Rules.VariationPass;
/// <summary>
/// Base class for procedural variation rule passes, which apply some kind of variation to a station,
/// so we simply reduce the boilerplate for the event handling a bit with this.
/// </summary>
public abstract partial class VariationPassSystem<T> : GameRuleSystem<T>
where T: IComponent
{
[Dependency] protected ServerStationSystem Stations = default!;
[Dependency] protected IRobustRandom Random = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<T, StationVariationPassEvent>(ApplyVariation);
}
protected bool IsMemberOfStation(Entity<TransformComponent> ent, ref StationVariationPassEvent args)
{
return Stations.GetOwningStation(ent, ent.Comp) == args.Station.Owner;
}
protected abstract void ApplyVariation(Entity<T> ent, ref StationVariationPassEvent args);
}