CatStation/Content.Shared/GameTicking/Rules/NukeopsRuleSystem.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

88 lines
3.3 KiB
C#

using Content.Shared.Antag;
using Content.Shared.GameTicking.Components;
using Content.Shared.GameTicking.Rules.Components;
using Content.Shared.NPC.Components;
using Content.Shared.NPC.Systems;
using Content.Shared.Roles;
using Content.Shared.Roles.Components;
using Content.Shared.Station.Components;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
namespace Content.Shared.GameTicking.Rules;
/// <summary>
/// This handles the game rule logic for the <see cref="NukeopsGameRule"/> and <see cref="NukeopsRuleComponent"/>
/// If you do not know what NukeOps is you should try playing the game.
/// </summary>
public abstract partial class NukeopsRuleSystem : GameRuleSystem<NukeopsRuleComponent>
{
[Dependency] protected AntagSelectionSystem Antag = default!;
[Dependency] private NpcFactionSystem _npcFaction = default!;
// TODO: This shouldn't be matching by ProtoId.
// It would be better if this were checked by component or something,
// but it needs to be distinct between the full Nukeops and Loneops rules,
// which NukeopsRuleComponent currently isn't.
// Better yet, maybe the behaviors this is used for could be moved to the rule component.
public static readonly EntProtoId NukeopsGameRule = "Nukeops";
protected override void Started(Entity<NukeopsRuleComponent, GameRuleComponent> rule, ref GameRuleStartedEvent args)
{
var eligible = new List<Entity<StationEventEligibleComponent, NpcFactionMemberComponent>>();
var eligibleQuery = EntityQueryEnumerator<StationEventEligibleComponent, NpcFactionMemberComponent>();
while (eligibleQuery.MoveNext(out var eligibleUid, out var eligibleComp, out var member))
{
if (!_npcFaction.IsFactionHostile(rule.Comp1.Faction, (eligibleUid, member)))
continue;
eligible.Add((eligibleUid, eligibleComp, member));
}
if (eligible.Count == 0)
return;
rule.Comp1.TargetStation = RobustRandom.Pick(eligible);
var ev = new NukeopsTargetStationSelectedEvent(rule, rule.Comp1.TargetStation);
RaiseLocalEvent(ref ev);
}
[SubscribeLocalEvent]
private void OnGetBriefing(Entity<NukeopsRoleComponent> role, ref GetBriefingEvent args)
{
// TODO Different character screen briefing for the 3 nukie types
args.Append(Loc.GetString("nukeops-briefing"));
}
[SubscribeLocalEvent]
private void OnAfterAntagEntSelected(Entity<NukeopsRuleComponent> ent, ref AfterAntagEntitySelectedEvent args)
{
var target = (ent.Comp.TargetStation is not null) ? Name(ent.Comp.TargetStation.Value) : "the target";
Antag.SendBriefing(args.Session,
Loc.GetString("nukeops-welcome",
("station", target),
("name", Name(ent))),
Color.Red,
ent.Comp.GreetSoundNotification);
}
}
/// <summary>
/// Raised when a station has been assigned as a target for the NukeOps rule.
/// </summary>
[ByRefEvent]
public readonly struct NukeopsTargetStationSelectedEvent(EntityUid ruleEntity, EntityUid? targetStation)
{
/// <summary>
/// The entity containing the NukeOps gamerule.
/// </summary>
public readonly EntityUid RuleEntity = ruleEntity;
/// <summary>
/// The target station, if it exists.
/// </summary>
public readonly EntityUid? TargetStation = targetStation;
}