CatStation/Content.Server/Objectives/Systems/ObjectiveLimitSystem.cs
DrSmugleaf 65f5f67cd5
Make every EntitySystem partial (#45220)
* Make every EntitySystem partial

* Oobs thats for a diff PR

* Also oops on that one

* Test systems

* git are we fr

* Update file templates

* cleanup empty classes while we are here

* forgor

---------

Co-authored-by: AJCM-git <ajcm_mail@disroot.org>
2026-08-14 18:24:47 +00:00

64 lines
1.8 KiB
C#

using Content.Server.GameTicking.Rules.Components;
using Content.Server.Objectives.Components;
using Content.Shared.Mind;
using Content.Shared.Objectives.Components;
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;
}
}