30 lines
1.0 KiB
C#
30 lines
1.0 KiB
C#
using Content.Server.Station.Systems;
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using Robust.Shared.Random;
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namespace Content.Server.GameTicking.Rules.VariationPass;
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/// <summary>
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/// Base class for procedural variation rule passes, which apply some kind of variation to a station,
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/// so we simply reduce the boilerplate for the event handling a bit with this.
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/// </summary>
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public abstract class VariationPassSystem<T> : GameRuleSystem<T>
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where T: IComponent
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{
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[Dependency] protected readonly StationSystem Stations = default!;
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[Dependency] protected 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<T, StationVariationPassEvent>(ApplyVariation);
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}
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protected bool IsMemberOfStation(Entity<TransformComponent> ent, ref StationVariationPassEvent args)
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{
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return Stations.GetOwningStation(ent, ent.Comp) == args.Station.Owner;
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}
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protected abstract void ApplyVariation(Entity<T> ent, ref StationVariationPassEvent args);
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}
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