@@ -2,8 +2,10 @@ using Content.Server.GameTicking.Presets;
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using Content.Server.GameTicking.Rules.Components;
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using Content.Shared.Random;
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using Content.Shared.Random.Helpers;
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using Content.Shared.CCVar;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Configuration;
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namespace Content.Server.GameTicking.Rules;
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@@ -11,6 +13,7 @@ public sealed class SecretRuleSystem : GameRuleSystem<SecretRuleComponent>
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly IConfigurationManager _configurationManager = default!;
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protected override void Started(EntityUid uid, SecretRuleComponent component, GameRuleComponent gameRule, GameRuleStartedEvent args)
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{
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@@ -32,7 +35,8 @@ public sealed class SecretRuleSystem : GameRuleSystem<SecretRuleComponent>
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{
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// TODO: This doesn't consider what can't start due to minimum player count,
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// but currently there's no way to know anyway as they use cvars.
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var preset = _prototypeManager.Index<WeightedRandomPrototype>("Secret").Pick(_random);
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var presetString = _configurationManager.GetCVar(CCVars.SecretWeightPrototype);
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var preset = _prototypeManager.Index<WeightedRandomPrototype>(presetString).Pick(_random);
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Logger.InfoS("gamepreset", $"Selected {preset} for secret.");
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var rules = _prototypeManager.Index<GamePresetPrototype>(preset).Rules;
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