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>
This commit is contained in:
Rainfey
2024-02-29 06:25:10 +00:00
committed by GitHub
parent 3966a65c65
commit 4e6c59cfe5
53 changed files with 22454 additions and 22396 deletions

View File

@@ -1,8 +1,10 @@
using Content.Shared.Preferences;
using Content.Server.NPC.Components;
using Content.Shared.Dataset;
using Content.Shared.Random;
using Content.Shared.Roles;
using Robust.Shared.Audio;
using Robust.Shared.Player;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
namespace Content.Server.GameTicking.Rules.Components;
@@ -11,8 +13,23 @@ public sealed partial class TraitorRuleComponent : Component
{
public readonly List<EntityUid> TraitorMinds = new();
[DataField("traitorPrototypeId", customTypeSerializer: typeof(PrototypeIdSerializer<AntagPrototype>))]
public string TraitorPrototypeId = "Traitor";
[DataField]
public ProtoId<AntagPrototype> TraitorPrototypeId = "Traitor";
[DataField]
public ProtoId<NpcFactionPrototype> NanoTrasenFaction = "NanoTrasen";
[DataField]
public ProtoId<NpcFactionPrototype> SyndicateFaction = "Syndicate";
[DataField]
public ProtoId<WeightedRandomPrototype> ObjectiveGroup = "TraitorObjectiveGroups";
[DataField]
public ProtoId<DatasetPrototype> CodewordAdjectives = "adjectives";
[DataField]
public ProtoId<DatasetPrototype> CodewordVerbs = "verbs";
public int TotalTraitors => TraitorMinds.Count;
public string[] Codewords = new string[3];
@@ -20,17 +37,24 @@ public sealed partial class TraitorRuleComponent : Component
public enum SelectionState
{
WaitingForSpawn = 0,
ReadyToSelect = 1,
SelectionMade = 2,
ReadyToStart = 1,
Started = 2,
}
/// <summary>
/// Current state of the rule
/// </summary>
public SelectionState SelectionStatus = SelectionState.WaitingForSpawn;
public TimeSpan AnnounceAt = TimeSpan.Zero;
public Dictionary<ICommonSession, HumanoidCharacterProfile> StartCandidates = new();
/// <summary>
/// When should traitors be selected and the announcement made
/// </summary>
[DataField(customTypeSerializer: typeof(TimeOffsetSerializer)), ViewVariables(VVAccess.ReadWrite)]
public TimeSpan? AnnounceAt;
/// <summary>
/// Path to antagonist alert sound.
/// </summary>
[DataField("greetSoundNotification")]
[DataField]
public SoundSpecifier GreetSoundNotification = new SoundPathSpecifier("/Audio/Ambience/Antag/traitor_start.ogg");
}