Mega Antag Refactor (#25786)
* Mega Antag Refactor * last minute delta save * more workshopping * more shit * ok tested this for once * okkkkk sure * generic delays for starting rules * well darn * nukies partially * ouagh * ballin' faded and smonkin wed * obliterated the diff * Spread my arms and soak up congratulations * I've got plenty of love, but nothing to show for it * but there’s too much sunlight Shining on my laptop monitor, so I Can’t see anything with any amount of clarity * ok this junk * OOK! * fubar * most of sloth's review * oh boy * eek * hell yea! * ASDFJASDJFvsakcvjkzjnhhhyh
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Content.Server/GameTicking/Rules/LoadMapRuleSystem.cs
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80
Content.Server/GameTicking/Rules/LoadMapRuleSystem.cs
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using Content.Server.Antag;
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using Content.Server.GameTicking.Components;
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using Content.Server.GameTicking.Rules.Components;
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using Content.Server.Spawners.Components;
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using Robust.Server.GameObjects;
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using Robust.Server.Maps;
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using Robust.Shared.Prototypes;
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namespace Content.Server.GameTicking.Rules;
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public sealed class LoadMapRuleSystem : GameRuleSystem<LoadMapRuleComponent>
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly MapSystem _map = default!;
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[Dependency] private readonly MapLoaderSystem _mapLoader = default!;
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[Dependency] private readonly TransformSystem _transform = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<LoadMapRuleComponent, AntagSelectLocationEvent>(OnSelectLocation);
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SubscribeLocalEvent<GridSplitEvent>(OnGridSplit);
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}
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private void OnGridSplit(ref GridSplitEvent args)
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{
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var rule = QueryActiveRules();
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while (rule.MoveNext(out _, out var mapComp, out _))
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{
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if (!mapComp.MapGrids.Contains(args.Grid))
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continue;
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mapComp.MapGrids.AddRange(args.NewGrids);
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break;
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}
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}
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protected override void Added(EntityUid uid, LoadMapRuleComponent comp, GameRuleComponent rule, GameRuleAddedEvent args)
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{
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if (comp.Map != null)
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return;
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_map.CreateMap(out var mapId);
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comp.Map = mapId;
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if (comp.GameMap != null)
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{
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var gameMap = _prototypeManager.Index(comp.GameMap.Value);
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comp.MapGrids.AddRange(GameTicker.LoadGameMap(gameMap, comp.Map.Value, new MapLoadOptions()));
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}
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else if (comp.MapPath != null)
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{
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if (_mapLoader.TryLoad(comp.Map.Value, comp.MapPath.Value.ToString(), out var roots, new MapLoadOptions { LoadMap = true }))
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comp.MapGrids.AddRange(roots);
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}
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else
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{
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Log.Error($"No valid map prototype or map path associated with the rule {ToPrettyString(uid)}");
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}
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}
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private void OnSelectLocation(Entity<LoadMapRuleComponent> ent, ref AntagSelectLocationEvent args)
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{
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var query = EntityQueryEnumerator<SpawnPointComponent, TransformComponent>();
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while (query.MoveNext(out var uid, out _, out var xform))
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{
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if (xform.MapID != ent.Comp.Map)
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continue;
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if (xform.GridUid == null || !ent.Comp.MapGrids.Contains(xform.GridUid.Value))
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continue;
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if (ent.Comp.SpawnerWhitelist != null && !ent.Comp.SpawnerWhitelist.IsValid(uid, EntityManager))
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continue;
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args.Coordinates.Add(_transform.GetMapCoordinates(xform));
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}
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}
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}
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