Delta-v/Content.Server/_DV/Objectives/Systems/NukeStationConditionSystem.cs

44 lines
1.4 KiB
C#

using Content.Server._DV.Objectives.Components;
using Content.Server.GameTicking.Rules.Components;
using Content.Server.Nuke;
using Content.Server.Objectives.Systems;
using Content.Shared.Objectives.Components;
using Content.Shared.Station.Components;
namespace Content.Server._DV.Objectives.Systems;
public sealed class NukeStationConditionSystem : EntitySystem
{
[Dependency] private readonly CodeConditionSystem _codeCondition = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<NukeExplodedEvent>(OnNukeExploded);
}
private void OnNukeExploded(NukeExplodedEvent ev)
{
var nukeOpsQuery = EntityQueryEnumerator<NukeopsRuleComponent>();
while (nukeOpsQuery.MoveNext(out _, out var nukeopsRule)) // this should only loop once.
{
if (!TryComp<StationDataComponent>(nukeopsRule.TargetStation, out var data))
return;
foreach (var grid in data.Grids)
{
if (grid != ev.OwningStation) // They nuked the target station!
continue;
// Set all the objectives to true.
var nukeStationQuery = EntityQueryEnumerator<NukeStationConditionComponent>();
while (nukeStationQuery.MoveNext(out var uid, out _))
{
_codeCondition.SetCompleted(uid);
}
}
}
}
}