Refactor antag rule code (#23445)
* Initial Pass, Rev, Thief * Zombie initial pass * Rebase, Traitor * Nukeops, More overloads * Revert RevolutionaryRuleComponent * Use TryRoundStartAttempt, Rewrite nukie spawning * Comments, Add task scheduler to GameRuleSystem * Zombie initial testing done * Sort methods, rework GameRuleTask * Add CCVar, Initial testing continues * Might as well get rid of the obsolete logging * Oops, i dont know how to log apparently * Suggested formatting fixes * Suggested changes * Fix merge issues * Minor optimisation * Allowed thief to choose other antags * Review changes * Spawn items on floor first, then inserting * minor tweaks * Shift as much as possible to ProtoId<> * Remove unneeded * Add exclusive antag attribute * Fix merge issues * Minor formatting fix * Convert to struct * Cleanup * Review cleanup (need to test a lot) * Some fixes, (mostly) tested * oop * Pass tests (for real) --------- Co-authored-by: Rainfall <rainfey0+git@gmail.com> Co-authored-by: AJCM <AJCM@tutanota.com>
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@@ -31,6 +31,7 @@ namespace Content.IntegrationTests.Tests
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{
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"CentComm",
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"Dart",
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"NukieOutpost"
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};
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private static readonly string[] Grids =
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@@ -38,7 +39,7 @@ namespace Content.IntegrationTests.Tests
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"/Maps/centcomm.yml",
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"/Maps/Shuttles/cargo.yml",
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"/Maps/Shuttles/emergency.yml",
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"/Maps/infiltrator.yml",
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"/Maps/Shuttles/infiltrator.yml",
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};
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private static readonly string[] GameMaps =
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@@ -53,6 +54,7 @@ namespace Content.IntegrationTests.Tests
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"Bagel",
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"Origin",
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"CentComm",
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"NukieOutpost",
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"Box",
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"Europa",
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"Saltern",
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