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crystall-punk-14/Content.Server/StationEvents/Events/LoneOpsSpawnRule.cs

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using Robust.Server.GameObjects;
using Robust.Server.Maps;
using Content.Server.GameTicking.Rules.Components;
using Content.Server.StationEvents.Components;
using Content.Server.RoundEnd;
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namespace Content.Server.StationEvents.Events;
public sealed class LoneOpsSpawnRule : StationEventSystem<LoneOpsSpawnRuleComponent>
{
[Dependency] private readonly MapLoaderSystem _map = default!;
protected override void Started(EntityUid uid, LoneOpsSpawnRuleComponent component, GameRuleComponent gameRule, GameRuleStartedEvent args)
{
base.Started(uid, component, gameRule, args);
// Loneops can only spawn if there is no nukeops active
if (GameTicker.IsGameRuleAdded<NukeopsRuleComponent>())
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{
ForceEndSelf(uid, gameRule);
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return;
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}
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var shuttleMap = MapManager.CreateMap();
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var options = new MapLoadOptions
{
LoadMap = true,
};
_map.TryLoad(shuttleMap, component.LoneOpsShuttlePath, out _, options);
var nukeopsEntity = GameTicker.AddGameRule(component.GameRuleProto);
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component.AdditionalRule = nukeopsEntity;
var nukeopsComp = Comp<NukeopsRuleComponent>(nukeopsEntity);
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nukeopsComp.SpawnOutpost = false;
nukeopsComp.RoundEndBehavior = RoundEndBehavior.Nothing;
GameTicker.StartGameRule(nukeopsEntity);
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}
protected override void Ended(EntityUid uid, LoneOpsSpawnRuleComponent component, GameRuleComponent gameRule, GameRuleEndedEvent args)
{
base.Ended(uid, component, gameRule, args);
if (component.AdditionalRule != null)
GameTicker.EndGameRule(component.AdditionalRule.Value);
}
}