--- /dev/null
+using Content.Server.GameTicking.Rules;
+using Content.Shared.Storage;
+
+namespace Content.Server.GameTicking.Rules.Components;
+
+/// <summary>
+/// When this gamerule is added it has a chance of adding other gamerules.
+/// Since it's done when added and not when started you can still use normal start logic.
+/// Used for starting subgamemodes in game presets.
+/// </summary>
+[RegisterComponent, Access(typeof(SubGamemodesSystem))]
+public sealed partial class SubGamemodesComponent : Component
+{
+ /// <summary>
+ /// Spawn entries for each gamerule prototype.
+ /// Use orGroups if you want to limit rules.
+ /// </summary>
+ [DataField(required: true)]
+ public List<EntitySpawnEntry> Rules = new();
+}
[DataField]
public bool PacifistThieves = true;
- /// <summary>
- /// A chance for this mode to be added to the game.
- /// </summary>
- [DataField]
- public float RuleChance = 1f;
-
[DataField]
public ProtoId<AntagPrototype> ThiefPrototypeId = "Thief";
--- /dev/null
+using Content.Server.GameTicking.Rules.Components;
+using Content.Shared.Storage;
+
+namespace Content.Server.GameTicking.Rules;
+
+public sealed class SubGamemodesSystem : GameRuleSystem<SubGamemodesComponent>
+{
+ protected override void Added(EntityUid uid, SubGamemodesComponent comp, GameRuleComponent rule, GameRuleAddedEvent args)
+ {
+ var picked = EntitySpawnCollection.GetSpawns(comp.Rules, RobustRandom);
+ foreach (var id in picked)
+ {
+ Log.Info($"Starting gamerule {id} as a subgamemode of {ToPrettyString(uid):rule}");
+ GameTicker.AddGameRule(id);
+ }
+ }
+}
private void OnPlayersSpawned(RulePlayerJobsAssignedEvent ev)
{
var query = QueryActiveRules();
- while (query.MoveNext(out _, out var comp, out _))
+ while (query.MoveNext(out var uid, out _, out var comp, out var gameRule))
{
- //Chance to not launch the game rule
- if (!_random.Prob(comp.RuleChance))
- continue;
-
//Get all players eligible for this role, allow selecting existing antags
//TO DO: When voxes specifies are added, increase their chance of becoming a thief by 4 times >:)
var eligiblePlayers = _antagSelection.GetEligiblePlayers(ev.Players, comp.ThiefPrototypeId, acceptableAntags: AntagAcceptability.All, allowNonHumanoids: true);
//Abort if there are none
if (eligiblePlayers.Count == 0)
+ {
+ Log.Warning($"No eligible thieves found, ending game rule {ToPrettyString(uid):rule}");
+ GameTicker.EndGameRule(uid, gameRule);
continue;
+ }
//Calculate number of thieves to choose
var thiefCount = _random.Next(1, comp.MaxAllowThief + 1);
- CarpRiftsObjective
- DragonSurviveObjective
-# need for admin panel antag create (because the rule doesn't have a roundstart entity like TraitorRule)
- type: entity
- id: Thief
- parent: BaseGameRule
noSpawn: true
+ parent: BaseGameRule
+ id: Thief
components:
- - type: ThiefRule
+ - type: ThiefRule
- type: entity
noSpawn: true
components:
- type: GameRule
+- type: entity
+ noSpawn: true
+ parent: BaseGameRule
+ id: SubGamemodesRule
+ components:
+ - type: SubGamemodes
+ rules:
+ - id: Thief
+ prob: 0.5
+
- type: entity
id: DeathMatch31
parent: BaseGameRule
minPlayers: 20
- type: NukeopsRule
faction: Syndicate
- - type: ThiefRule #the thieves come as an extension of another gamemode
- ruleChance: 0.5
- type: entity
id: Pirates
noSpawn: true
components:
- type: TraitorRule
- - type: ThiefRule #the thieves come as an extension of another gamemode
- ruleChance: 0.5
- type: entity
id: Revolutionary
noSpawn: true
components:
- type: RevolutionaryRule
- - type: ThiefRule #the thieves come as an extension of another gamemode
- ruleChance: 0.5
- type: entity
id: Sandbox
showInVote: false
rules:
- Traitor
+ - SubGamemodesRule
- BasicStationEventScheduler
- BasicRoundstartVariation
showInVote: false
rules:
- Nukeops
+ - SubGamemodesRule
- BasicStationEventScheduler
- BasicRoundstartVariation
showInVote: false
rules:
- Revolutionary
+ - SubGamemodesRule
- BasicStationEventScheduler
- BasicRoundstartVariation