CatStation/Content.Shared/EntityTable/EntityTableSystem.cs
Ewanderer d7f7a91183
Documentation of e api (#44395)
* documentation pass on content.server -> E!

* APi pass on content.server for the E folder.

* documentation pass on content.shared for e.

* Apply suggestions from code review

Co-authored-by: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com>

* Apply suggestions from code review

Co-authored-by: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com>

* Apply suggestions from code review

Co-authored-by: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com>

* fixing documentation according to review part 1.

* typo

* Very minor fixes

* And a short explanation about EUI

---------

Co-authored-by: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com>
Co-authored-by: SlamBamActionman <slambamactionman@gmail.com>
2026-07-01 08:38:04 +00:00

113 lines
4.1 KiB
C#

using System.Diagnostics.CodeAnalysis;
using Content.Shared.EntityTable.EntitySelectors;
using JetBrains.Annotations;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
namespace Content.Shared.EntityTable;
public sealed partial class EntityTableSystem : EntitySystem
{
[Dependency] private IRobustRandom _random = default!;
/// <summary>
/// Compiles a random list of entity prototypes using constraints.
/// </summary>
public IEnumerable<EntProtoId> GetSpawns(EntityTablePrototype entTableProto, IRobustRandom? rand = null, EntityTableContext? ctx = null)
{
// convenient
return GetSpawns(entTableProto.Table, rand, ctx);
}
/// <summary>
/// Compiles a random list of entity prototypes using constraints.
/// </summary>
public IEnumerable<EntProtoId> GetSpawns(EntityTableSelector? table, IRobustRandom? rand = null, EntityTableContext? ctx = null)
{
if (table == null)
return new List<EntProtoId>();
rand ??= _random;
ctx ??= new EntityTableContext();
return table.GetSpawns(rand, EntityManager, ProtoMan, ctx);
}
/// <summary>
/// Builds a list of all the spawns in an EntityTable as keys, and their modified weights as values.
/// </summary>
public IEnumerable<(EntProtoId spawn, double)> ListSpawns(EntityTablePrototype entTableProto, EntityTableContext? ctx = null)
{
return ListSpawns(entTableProto.Table, ctx);
}
/// <summary>
/// Builds a list of all the spawns in an EntityTable as keys, and their modified weights as values.
/// </summary>
/// <param name="table">Table we're examining</param>
/// <param name="ctx">Optional extra context</param>
public IEnumerable<(EntProtoId spawn, double)> ListSpawns(EntityTableSelector? table, EntityTableContext? ctx = null)
{
if (table == null)
return new List<(EntProtoId spawn, double)>();
ctx ??= new EntityTableContext();
return table.ListSpawns(EntityManager, ProtoMan, ctx);
}
/// <inheritdoc cref="AverageSpawns(EntityTableSelector?,EntityTableContext?)"/>
public IEnumerable<(EntProtoId spawn, double)> AverageSpawns(EntityTablePrototype entTableProto, EntityTableContext? ctx = null)
{
return AverageSpawns(entTableProto.Table, ctx);
}
/// <summary>
/// Returns the average expected spawns of a specific entity table.
/// </summary>
/// <param name="table">The entity table we want the spawns of</param>
/// <param name="ctx">Optional EntityTableContext</param>
/// <returns></returns>
public IEnumerable<(EntProtoId spawn, double)> AverageSpawns(EntityTableSelector? table, EntityTableContext? ctx = null)
{
if (table == null)
return new List<(EntProtoId spawn, double)>();
ctx ??= new EntityTableContext();
return table.AverageSpawns(EntityManager, ProtoMan, ctx);
}
}
/// <summary>
/// Context used by selectors and conditions to evaluate in generic gamestate information.
/// </summary>
public sealed class EntityTableContext
{
private readonly Dictionary<string, object> _data = new();
public EntityTableContext()
{
}
public EntityTableContext(Dictionary<string, object> data)
{
_data = data;
}
/// <summary>
/// Retrieves an arbitrary piece of data from the context based on a provided key.
/// </summary>
/// <param name="key">A string key that corresponds to the value we are searching for. </param>
/// <param name="value">The value we are trying to extract from the context object</param>
/// <typeparam name="T">The type of <see cref="value"/> that we are trying to retrieve</typeparam>
/// <returns>If <see cref="key"/> has a corresponding value of type <see cref="T"/></returns>
[PublicAPI]
public bool TryGetData<T>([ForbidLiteral] string key, [NotNullWhen(true)] out T? value)
{
value = default;
if (!_data.TryGetValue(key, out var valueData) || valueData is not T castValueData)
return false;
value = castValueData;
return true;
}
}