Add active and ended game rule components, generic TryRoundStartAttempt and minPlayers field (#20564)
* Improve active game rule querying, add generic try round start attempt method, move minPlayers to GameRuleComponent * Nukeops todo and cleanup * Remove Active field * Add EndedGameRuleComponent
This commit is contained in:
@@ -94,7 +94,7 @@ public sealed partial class GameTicker
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ruleData ??= EnsureComp<GameRuleComponent>(ruleEntity);
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// can't start an already active rule
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if (ruleData.Active || ruleData.Ended)
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if (HasComp<ActiveGameRuleComponent>(ruleEntity) || HasComp<EndedGameRuleComponent>(ruleEntity))
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return false;
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if (MetaData(ruleEntity).EntityPrototype?.ID is not { } id) // you really fucked up
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@@ -103,8 +103,9 @@ public sealed partial class GameTicker
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_allPreviousGameRules.Add((RoundDuration(), id));
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_sawmill.Info($"Started game rule {ToPrettyString(ruleEntity)}");
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ruleData.Active = true;
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EnsureComp<ActiveGameRuleComponent>(ruleEntity);
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ruleData.ActivatedAt = _gameTiming.CurTime;
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var ev = new GameRuleStartedEvent(ruleEntity, id);
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RaiseLocalEvent(ruleEntity, ref ev, true);
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return true;
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@@ -120,14 +121,15 @@ public sealed partial class GameTicker
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return false;
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// don't end it multiple times
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if (ruleData.Ended)
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if (HasComp<EndedGameRuleComponent>(ruleEntity))
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return false;
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if (MetaData(ruleEntity).EntityPrototype?.ID is not { } id) // you really fucked up
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return false;
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ruleData.Active = false;
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ruleData.Ended = true;
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RemComp<ActiveGameRuleComponent>(ruleEntity);
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EnsureComp<EndedGameRuleComponent>(ruleEntity);
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_sawmill.Info($"Ended game rule {ToPrettyString(ruleEntity)}");
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var ev = new GameRuleEndedEvent(ruleEntity, id);
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@@ -137,7 +139,7 @@ public sealed partial class GameTicker
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public bool IsGameRuleAdded(EntityUid ruleEntity, GameRuleComponent? component = null)
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{
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return Resolve(ruleEntity, ref component) && !component.Ended;
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return Resolve(ruleEntity, ref component) && !HasComp<EndedGameRuleComponent>(ruleEntity);
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}
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public bool IsGameRuleAdded(string rule)
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@@ -153,7 +155,7 @@ public sealed partial class GameTicker
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public bool IsGameRuleActive(EntityUid ruleEntity, GameRuleComponent? component = null)
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{
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return Resolve(ruleEntity, ref component) && component.Active;
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return Resolve(ruleEntity, ref component) && HasComp<ActiveGameRuleComponent>(ruleEntity);
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}
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public bool IsGameRuleActive(string rule)
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@@ -193,11 +195,10 @@ public sealed partial class GameTicker
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/// </summary>
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public IEnumerable<EntityUid> GetActiveGameRules()
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{
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var query = EntityQueryEnumerator<GameRuleComponent>();
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while (query.MoveNext(out var uid, out var ruleData))
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var query = EntityQueryEnumerator<ActiveGameRuleComponent, GameRuleComponent>();
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while (query.MoveNext(out var uid, out _, out _))
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{
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if (ruleData.Active)
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yield return uid;
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yield return uid;
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}
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}
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@@ -0,0 +1,10 @@
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namespace Content.Server.GameTicking.Rules.Components;
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/// <summary>
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/// Added to game rules before <see cref="GameRuleStartedEvent"/> and removed before <see cref="GameRuleEndedEvent"/>.
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/// Mutually exclusive with <seealso cref="EndedGameRuleComponent"/>.
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/// </summary>
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[RegisterComponent]
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public sealed partial class ActiveGameRuleComponent : Component
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{
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}
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@@ -0,0 +1,10 @@
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namespace Content.Server.GameTicking.Rules.Components;
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/// <summary>
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/// Added to game rules before <see cref="GameRuleEndedEvent"/>.
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/// Mutually exclusive with <seealso cref="ActiveGameRuleComponent"/>.
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/// </summary>
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[RegisterComponent]
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public sealed partial class EndedGameRuleComponent : Component
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{
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}
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@@ -9,25 +9,17 @@ namespace Content.Server.GameTicking.Rules.Components;
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[RegisterComponent]
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public sealed partial class GameRuleComponent : Component
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{
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/// <summary>
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/// Whether or not the rule is active.
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/// Is enabled after <see cref="GameRuleStartedEvent"/> and disabled after <see cref="GameRuleEndedEvent"/>
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/// </summary>
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[DataField("active")]
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public bool Active;
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/// <summary>
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/// Game time when game rule was activated
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/// </summary>
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[DataField("activatedAt", customTypeSerializer:typeof(TimeOffsetSerializer))]
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[DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
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public TimeSpan ActivatedAt;
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/// <summary>
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/// Whether or not the gamerule finished.
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/// Used for tracking whether a non-active gamerule has been started before.
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/// The minimum amount of players needed for this game rule.
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/// </summary>
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[DataField("ended")]
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public bool Ended;
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[DataField]
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public int MinPlayers;
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}
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/// <summary>
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@@ -4,7 +4,6 @@ using Content.Server.StationEvents.Events;
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using Content.Shared.Dataset;
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using Content.Shared.Roles;
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using Robust.Shared.Map;
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using Robust.Shared.Players;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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@@ -16,79 +15,80 @@ namespace Content.Server.GameTicking.Rules.Components;
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[RegisterComponent, Access(typeof(NukeopsRuleSystem), typeof(LoneOpsSpawnRule))]
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public sealed partial class NukeopsRuleComponent : Component
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{
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// TODO Replace with GameRuleComponent.minPlayers
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/// <summary>
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/// The minimum needed amount of players
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/// </summary>
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[DataField("minPlayers")]
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[DataField]
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public int MinPlayers = 20;
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/// <summary>
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/// This INCLUDES the operatives. So a value of 3 is satisfied by 2 players & 1 operative
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/// </summary>
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[DataField("playersPerOperative")]
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[DataField]
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public int PlayersPerOperative = 10;
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[DataField("maxOps")]
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public int MaxOperatives = 5;
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[DataField]
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public int MaxOps = 5;
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/// <summary>
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/// What will happen if all of the nuclear operatives will die. Used by LoneOpsSpawn event.
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/// </summary>
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[DataField("roundEndBehavior")]
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[DataField]
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public RoundEndBehavior RoundEndBehavior = RoundEndBehavior.ShuttleCall;
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/// <summary>
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/// Text for shuttle call if RoundEndBehavior is ShuttleCall.
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/// </summary>
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[DataField("roundEndTextSender")]
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[DataField]
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public string RoundEndTextSender = "comms-console-announcement-title-centcom";
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/// <summary>
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/// Text for shuttle call if RoundEndBehavior is ShuttleCall.
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/// </summary>
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[DataField("roundEndTextShuttleCall")]
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[DataField]
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public string RoundEndTextShuttleCall = "nuke-ops-no-more-threat-announcement-shuttle-call";
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/// <summary>
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/// Text for announcement if RoundEndBehavior is ShuttleCall. Used if shuttle is already called
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/// </summary>
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[DataField("roundEndTextAnnouncement")]
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[DataField]
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public string RoundEndTextAnnouncement = "nuke-ops-no-more-threat-announcement";
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/// <summary>
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/// Time to emergency shuttle to arrive if RoundEndBehavior is ShuttleCall.
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/// </summary>
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[DataField("evacShuttleTime")]
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[DataField]
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public TimeSpan EvacShuttleTime = TimeSpan.FromMinutes(10);
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/// <summary>
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/// Whether or not to spawn the nuclear operative outpost. Used by LoneOpsSpawn event.
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/// </summary>
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[DataField("spawnOutpost")]
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[DataField]
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public bool SpawnOutpost = true;
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/// <summary>
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/// Whether or not nukie left their outpost
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/// </summary>
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[DataField("leftOutpost")]
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public bool LeftOutpost = false;
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[DataField]
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public bool LeftOutpost;
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/// <summary>
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/// Enables opportunity to get extra TC for war declaration
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/// </summary>
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[DataField("canEnableWarOps")]
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[DataField]
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public bool CanEnableWarOps = true;
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/// <summary>
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/// Indicates time when war has been declared, null if not declared
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/// </summary>
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[DataField("warDeclaredTime", customTypeSerializer: typeof(TimeOffsetSerializer))]
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[DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
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public TimeSpan? WarDeclaredTime;
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/// <summary>
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/// This amount of TC will be given to each nukie
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/// </summary>
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[DataField("warTCAmountPerNukie")]
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[DataField]
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public int WarTCAmountPerNukie = 40;
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/// <summary>
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@@ -100,55 +100,55 @@ public sealed partial class NukeopsRuleComponent : Component
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/// <summary>
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/// Delay between war declaration and nuke ops arrival on station map. Gives crew time to prepare
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/// </summary>
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[DataField("warNukieArriveDelay")]
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[DataField]
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public TimeSpan? WarNukieArriveDelay = TimeSpan.FromMinutes(15);
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/// <summary>
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/// Minimal operatives count for war declaration
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/// </summary>
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[DataField("warDeclarationMinOps")]
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[DataField]
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public int WarDeclarationMinOps = 4;
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[DataField("spawnPointProto", customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
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public string SpawnPointPrototype = "SpawnPointNukies";
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[DataField]
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public EntProtoId SpawnPointProto = "SpawnPointNukies";
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[DataField("ghostSpawnPointProto", customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
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public string GhostSpawnPointProto = "SpawnPointGhostNukeOperative";
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[DataField]
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public EntProtoId GhostSpawnPointProto = "SpawnPointGhostNukeOperative";
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[DataField("commanderRoleProto", customTypeSerializer: typeof(PrototypeIdSerializer<AntagPrototype>))]
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public string CommanderRolePrototype = "NukeopsCommander";
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[DataField]
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public ProtoId<AntagPrototype> CommanderRoleProto = "NukeopsCommander";
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[DataField("operativeRoleProto", customTypeSerializer: typeof(PrototypeIdSerializer<AntagPrototype>))]
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public string OperativeRoleProto = "Nukeops";
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[DataField]
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public ProtoId<AntagPrototype> OperativeRoleProto = "Nukeops";
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[DataField("medicRoleProto", customTypeSerializer: typeof(PrototypeIdSerializer<AntagPrototype>))]
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public string MedicRoleProto = "NukeopsMedic";
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[DataField]
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public ProtoId<AntagPrototype> MedicRoleProto = "NukeopsMedic";
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[DataField("commanderStartingGearProto", customTypeSerializer: typeof(PrototypeIdSerializer<StartingGearPrototype>))]
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public string CommanderStartGearPrototype = "SyndicateCommanderGearFull";
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[DataField]
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public ProtoId<StartingGearPrototype> CommanderStartGearProto = "SyndicateCommanderGearFull";
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[DataField("medicStartGearProto", customTypeSerializer: typeof(PrototypeIdSerializer<StartingGearPrototype>))]
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public string MedicStartGearPrototype = "SyndicateOperativeMedicFull";
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[DataField]
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public ProtoId<StartingGearPrototype> MedicStartGearProto = "SyndicateOperativeMedicFull";
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[DataField("operativeStartGearProto", customTypeSerializer: typeof(PrototypeIdSerializer<StartingGearPrototype>))]
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public string OperativeStartGearPrototype = "SyndicateOperativeGearFull";
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[DataField]
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public ProtoId<StartingGearPrototype> OperativeStartGearProto = "SyndicateOperativeGearFull";
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[DataField("eliteNames", customTypeSerializer: typeof(PrototypeIdSerializer<DatasetPrototype>))]
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[DataField(customTypeSerializer: typeof(PrototypeIdSerializer<DatasetPrototype>))]
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public string EliteNames = "SyndicateNamesElite";
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[DataField("normalNames", customTypeSerializer: typeof(PrototypeIdSerializer<DatasetPrototype>))]
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[DataField(customTypeSerializer: typeof(PrototypeIdSerializer<DatasetPrototype>))]
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public string NormalNames = "SyndicateNamesNormal";
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[DataField("outpostMap", customTypeSerializer: typeof(ResPathSerializer))]
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public ResPath NukieOutpostMap = new("/Maps/nukieplanet.yml");
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[DataField(customTypeSerializer: typeof(ResPathSerializer))]
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public ResPath OutpostMap = new("/Maps/nukieplanet.yml");
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[DataField("shuttleMap", customTypeSerializer: typeof(ResPathSerializer))]
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public ResPath NukieShuttleMap = new("/Maps/infiltrator.yml");
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[DataField(customTypeSerializer: typeof(ResPathSerializer))]
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public ResPath ShuttleMap = new("/Maps/infiltrator.yml");
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[DataField("winType")]
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[DataField]
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public WinType WinType = WinType.Neutral;
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[DataField("winConditions")]
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[DataField]
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public List<WinCondition> WinConditions = new ();
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public MapId? NukiePlanet;
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@@ -162,30 +162,30 @@ public sealed partial class NukeopsRuleComponent : Component
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/// <summary>
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/// Cached starting gear prototypes.
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/// </summary>
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[DataField("startingGearPrototypes")]
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[DataField]
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public Dictionary<string, StartingGearPrototype> StartingGearPrototypes = new ();
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/// <summary>
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/// Cached operator name prototypes.
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/// </summary>
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[DataField("operativeNames")]
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[DataField]
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public Dictionary<string, List<string>> OperativeNames = new();
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/// <summary>
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/// Data to be used in <see cref="OnMindAdded"/> for an operative once the Mind has been added.
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/// </summary>
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[DataField("operativeMindPendingData")]
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[DataField]
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public Dictionary<EntityUid, string> OperativeMindPendingData = new();
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/// <summary>
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/// Players who played as an operative at some point in the round.
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/// Stores the mind as well as the entity name
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/// </summary>
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[DataField("operativePlayers")]
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[DataField]
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public Dictionary<string, EntityUid> OperativePlayers = new();
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[DataField("faction", customTypeSerializer: typeof(PrototypeIdSerializer<NpcFactionPrototype>), required: true)]
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public string Faction = default!;
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[DataField(required: true)]
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public ProtoId<NpcFactionPrototype> Faction = default!;
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}
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public enum WinType : byte
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@@ -1,9 +1,11 @@
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using Content.Server.Chat.Managers;
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using Content.Server.GameTicking.Rules.Components;
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namespace Content.Server.GameTicking.Rules;
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public abstract partial class GameRuleSystem<T> : EntitySystem where T : Component
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{
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[Dependency] protected readonly IChatManager ChatManager = default!;
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[Dependency] protected readonly GameTicker GameTicker = default!;
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public override void Initialize()
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@@ -36,6 +38,7 @@ public abstract partial class GameRuleSystem<T> : EntitySystem where T : Compone
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Ended(uid, component, ruleData, args);
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}
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/// <summary>
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/// Called when the gamerule is added
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/// </summary>
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@@ -68,6 +71,36 @@ public abstract partial class GameRuleSystem<T> : EntitySystem where T : Compone
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}
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protected EntityQueryEnumerator<ActiveGameRuleComponent, T, GameRuleComponent> QueryActiveRules()
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{
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return EntityQueryEnumerator<ActiveGameRuleComponent, T, GameRuleComponent>();
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}
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protected bool TryRoundStartAttempt(RoundStartAttemptEvent ev, string localizedPresetName)
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{
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var query = EntityQueryEnumerator<ActiveGameRuleComponent, T, GameRuleComponent>();
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while (query.MoveNext(out _, out _, out _, out var gameRule))
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{
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var minPlayers = gameRule.MinPlayers;
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if (!ev.Forced && ev.Players.Length < minPlayers)
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{
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ChatManager.SendAdminAnnouncement(Loc.GetString("preset-not-enough-ready-players",
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("readyPlayersCount", ev.Players.Length), ("minimumPlayers", minPlayers),
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("presetName", localizedPresetName)));
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ev.Cancel();
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continue;
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}
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if (ev.Players.Length == 0)
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{
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ChatManager.DispatchServerAnnouncement(Loc.GetString("preset-no-one-ready"));
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ev.Cancel();
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}
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}
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return !ev.Cancelled;
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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@@ -595,7 +595,7 @@ public sealed class NukeopsRuleSystem : GameRuleSystem<NukeopsRuleComponent>
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// Basically copied verbatim from traitor code
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var playersPerOperative = nukeops.PlayersPerOperative;
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var maxOperatives = nukeops.MaxOperatives;
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var maxOperatives = nukeops.MaxOps;
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// Dear lord what is happening HERE.
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var everyone = new List<IPlayerSession>(ev.PlayerPool);
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@@ -614,15 +614,15 @@ public sealed class NukeopsRuleSystem : GameRuleSystem<NukeopsRuleComponent>
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}
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var profile = ev.Profiles[player.UserId];
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if (profile.AntagPreferences.Contains(nukeops.OperativeRoleProto))
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if (profile.AntagPreferences.Contains(nukeops.OperativeRoleProto.Id))
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{
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prefList.Add(player);
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}
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if (profile.AntagPreferences.Contains(nukeops.MedicRoleProto))
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if (profile.AntagPreferences.Contains(nukeops.MedicRoleProto.Id))
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{
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medPrefList.Add(player);
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}
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if (profile.AntagPreferences.Contains(nukeops.CommanderRolePrototype))
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if (profile.AntagPreferences.Contains(nukeops.CommanderRoleProto.Id))
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{
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cmdrPrefList.Add(player);
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}
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@@ -808,8 +808,8 @@ public sealed class NukeopsRuleSystem : GameRuleSystem<NukeopsRuleComponent>
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if (!component.SpawnOutpost)
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return true;
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var path = component.NukieOutpostMap;
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var shuttlePath = component.NukieShuttleMap;
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var path = component.OutpostMap;
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var shuttlePath = component.ShuttleMap;
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var mapId = _mapManager.CreateMap();
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var options = new MapLoadOptions
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@@ -866,18 +866,18 @@ public sealed class NukeopsRuleSystem : GameRuleSystem<NukeopsRuleComponent>
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{
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case 0:
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name = Loc.GetString("nukeops-role-commander") + " " + _random.PickAndTake(component.OperativeNames[component.EliteNames]);
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role = component.CommanderRolePrototype;
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gear = component.CommanderStartGearPrototype;
|
||||
role = component.CommanderRoleProto;
|
||||
gear = component.CommanderStartGearProto;
|
||||
break;
|
||||
case 1:
|
||||
name = Loc.GetString("nukeops-role-agent") + " " + _random.PickAndTake(component.OperativeNames[component.NormalNames]);
|
||||
role = component.MedicRoleProto;
|
||||
gear = component.MedicStartGearPrototype;
|
||||
gear = component.MedicStartGearProto;
|
||||
break;
|
||||
default:
|
||||
name = Loc.GetString("nukeops-role-operator") + " " + _random.PickAndTake(component.OperativeNames[component.NormalNames]);
|
||||
role = component.OperativeRoleProto;
|
||||
gear = component.OperativeStartGearPrototype;
|
||||
gear = component.OperativeStartGearProto;
|
||||
break;
|
||||
}
|
||||
|
||||
@@ -915,7 +915,7 @@ public sealed class NukeopsRuleSystem : GameRuleSystem<NukeopsRuleComponent>
|
||||
// Forgive me for hardcoding prototypes
|
||||
foreach (var (_, meta, xform) in EntityQuery<SpawnPointComponent, MetaDataComponent, TransformComponent>(true))
|
||||
{
|
||||
if (meta.EntityPrototype?.ID != component.SpawnPointPrototype)
|
||||
if (meta.EntityPrototype?.ID != component.SpawnPointProto.Id)
|
||||
continue;
|
||||
|
||||
if (xform.ParentUid != component.NukieOutpost)
|
||||
@@ -981,7 +981,7 @@ public sealed class NukeopsRuleSystem : GameRuleSystem<NukeopsRuleComponent>
|
||||
}
|
||||
// Basically copied verbatim from traitor code
|
||||
var playersPerOperative = component.PlayersPerOperative;
|
||||
var maxOperatives = component.MaxOperatives;
|
||||
var maxOperatives = component.MaxOps;
|
||||
|
||||
var playerPool = _playerManager.ServerSessions.ToList();
|
||||
var numNukies = MathHelper.Clamp(playerPool.Count / playersPerOperative, 1, maxOperatives);
|
||||
@@ -1115,9 +1115,9 @@ public sealed class NukeopsRuleSystem : GameRuleSystem<NukeopsRuleComponent>
|
||||
// TODO: Loot table or something
|
||||
foreach (var proto in new[]
|
||||
{
|
||||
component.CommanderStartGearPrototype,
|
||||
component.MedicStartGearPrototype,
|
||||
component.OperativeStartGearPrototype
|
||||
component.CommanderStartGearProto,
|
||||
component.MedicStartGearProto,
|
||||
component.OperativeStartGearProto
|
||||
})
|
||||
{
|
||||
component.StartingGearPrototypes.Add(proto, _prototypeManager.Index<StartingGearPrototype>(proto));
|
||||
|
||||
Reference in New Issue
Block a user