refactor event schedulers to use explicit game rules (#29320)
* works, still has testing values, im sure I did stupid shit. * shitvent crapfactor * snap extra word out of existence * shit I died of old * remove useless inaccurate design comments * Oopsie, handle requirement params in RandomRuleSystem too * I'm a slash slinging hasher * Address reviews, add admin alerts I forgor * EntityMan saves the day * address reviews 1 * eh, I actually don't care about the cargo gifts thing. * started * Do reviews * you actually meant 1.2 lmao * dependency inheritance is a fickle bitch * I have no idea. * Threads are for sheets not computers. * fix traitor rule test * fix round type tattling * break things * It worky * Toolshed makes we want to drink depresso. * Finished? * remove debug values * timings * use defaults * alphabetize * bobby drop tables * Float required fr fr * continue * more continence * uno mas * obsolution * cleanup and documentations * Yell at self * use the right value defaults * housekeeping
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@@ -77,16 +77,17 @@ public sealed class TraitorRuleTest
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await pair.SetAntagPreference(TraitorAntagRoleName, true);
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// Add the game rule
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var gameRuleEnt = ticker.AddGameRule(TraitorGameRuleProtoId);
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Assert.That(entMan.TryGetComponent<TraitorRuleComponent>(gameRuleEnt, out var traitorRule));
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// Ready up
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ticker.ToggleReadyAll(true);
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Assert.That(ticker.PlayerGameStatuses.Values.All(x => x == PlayerGameStatus.ReadyToPlay));
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// Start the round
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TraitorRuleComponent traitorRule = null;
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await server.WaitPost(() =>
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{
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var gameRuleEnt = ticker.AddGameRule(TraitorGameRuleProtoId);
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Assert.That(entMan.TryGetComponent<TraitorRuleComponent>(gameRuleEnt, out traitorRule));
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// Ready up
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ticker.ToggleReadyAll(true);
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Assert.That(ticker.PlayerGameStatuses.Values.All(x => x == PlayerGameStatus.ReadyToPlay));
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// Start the round
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ticker.StartRound();
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// Force traitor mode to start (skip the delay)
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ticker.StartGameRule(gameRuleEnt);
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