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Roundstart variation game rules (#24397)
* Raise `StationPostInitEvent` broadcast
* Basic variation pass handling
* standardize names + rule entities
* why does it work like that?
* add to defaults
* light break variation pass
* ent spawn entry
* move some stationevent utility functions to gamerule + add one for finding random tile on specified station
* forgot how statistics works
* powered light variation pass is good now
* station tile count function
* public method to ensure all solutions (for procedural use before mapinit)
* move gamerulesystem utility funcs to partial
* ensure all solutions before spilling in puddlesystem. for use when spilling before mapinit
* trash & puddle variation passes!
* oh yeah
* ehh lets live a little
* std
* utility for game rule check based on comp
* entprotoid the trash spawner oops
* generalize trash variation
* use added instead of started for secret rule
* random cleanup
* generic replacement variation system
* Wall rusting variation rule
* account for modifying while enumerating
* use localaabb
* fix test
* minor tweaks
* reinforced wall replacer + puddletweaker
(cherry picked from commit cc24ba6a31)
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using System.Linq;
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using Content.Server.GameTicking.Rules.Components;
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using Content.Server.Shuttles.Systems;
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using Content.Server.Station.Components;
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using Content.Server.Station.Events;
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using Content.Shared.Storage;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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namespace Content.Server.GameTicking.Rules;
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/// <inheritdoc cref="RoundstartStationVariationRuleComponent"/>
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public sealed class RoundstartStationVariationRuleSystem : GameRuleSystem<RoundstartStationVariationRuleComponent>
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{
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[Dependency] private readonly IRobustRandom _random = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<StationPostInitEvent>(OnStationPostInit, after: new []{typeof(ShuttleSystem)});
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}
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protected override void Added(EntityUid uid, RoundstartStationVariationRuleComponent component, GameRuleComponent gameRule, GameRuleAddedEvent args)
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{
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var spawns = EntitySpawnCollection.GetSpawns(component.Rules, _random);
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foreach (var rule in spawns)
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{
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GameTicker.AddGameRule(rule);
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}
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}
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private void OnStationPostInit(ref StationPostInitEvent ev)
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{
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// as long as one is running
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if (!GameTicker.IsGameRuleAdded<RoundstartStationVariationRuleComponent>())
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return;
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// this is unlikely, but could theoretically happen if it was saved and reloaded, so check anyway
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if (HasComp<StationVariationHasRunComponent>(ev.Station))
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return;
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Log.Info($"Running variation rules for station {ToPrettyString(ev.Station)}");
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// raise the event on any passes that have been added
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var passEv = new StationVariationPassEvent(ev.Station);
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var passQuery = EntityQueryEnumerator<StationVariationPassRuleComponent, GameRuleComponent>();
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while (passQuery.MoveNext(out var uid, out _, out _))
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{
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// TODO: for some reason, ending a game rule just gives it a marker comp,
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// and doesnt delete it
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// so we have to check here that it isnt an ended game rule (which could happen if a preset failed to start
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// or it was ended before station maps spawned etc etc etc)
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if (HasComp<EndedGameRuleComponent>(uid))
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continue;
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RaiseLocalEvent(uid, ref passEv);
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}
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EnsureComp<StationVariationHasRunComponent>(ev.Station);
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}
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}
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/// <summary>
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/// Raised directed on game rule entities which are added and marked as <see cref="StationVariationPassRuleComponent"/>
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/// when a new station is initialized that should be varied.
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/// </summary>
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/// <param name="Station">The new station that was added, and its config & grids.</param>
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[ByRefEvent]
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public readonly record struct StationVariationPassEvent(Entity<StationDataComponent> Station);
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