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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@@ -1,8 +1,5 @@
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using Robust.Server.GameObjects;
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using Robust.Server.Maps;
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using Robust.Shared.Map;
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using Content.Server.GameTicking;
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using Content.Server.GameTicking.Rules;
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using Content.Server.GameTicking.Rules.Components;
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using Content.Server.StationEvents.Components;
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using Content.Server.RoundEnd;
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@@ -11,22 +8,20 @@ namespace Content.Server.StationEvents.Events;
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public sealed class LoneOpsSpawnRule : StationEventSystem<LoneOpsSpawnRuleComponent>
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{
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly MapLoaderSystem _map = default!;
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[Dependency] private readonly GameTicker _gameTicker = default!;
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[Dependency] private readonly NukeopsRuleSystem _nukeopsRuleSystem = default!;
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protected override void Started(EntityUid uid, LoneOpsSpawnRuleComponent component, GameRuleComponent gameRule, GameRuleStartedEvent args)
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{
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base.Started(uid, component, gameRule, args);
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if (!_nukeopsRuleSystem.CheckLoneOpsSpawn())
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// Loneops can only spawn if there is no nukeops active
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if (GameTicker.IsGameRuleAdded<NukeopsRuleComponent>())
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{
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ForceEndSelf(uid, gameRule);
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return;
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}
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var shuttleMap = _mapManager.CreateMap();
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var shuttleMap = MapManager.CreateMap();
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var options = new MapLoadOptions
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{
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LoadMap = true,
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@@ -34,12 +29,12 @@ public sealed class LoneOpsSpawnRule : StationEventSystem<LoneOpsSpawnRuleCompon
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_map.TryLoad(shuttleMap, component.LoneOpsShuttlePath, out _, options);
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var nukeopsEntity = _gameTicker.AddGameRule(component.GameRuleProto);
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var nukeopsEntity = GameTicker.AddGameRule(component.GameRuleProto);
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component.AdditionalRule = nukeopsEntity;
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var nukeopsComp = EntityManager.GetComponent<NukeopsRuleComponent>(nukeopsEntity);
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var nukeopsComp = Comp<NukeopsRuleComponent>(nukeopsEntity);
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nukeopsComp.SpawnOutpost = false;
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nukeopsComp.RoundEndBehavior = RoundEndBehavior.Nothing;
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_gameTicker.StartGameRule(nukeopsEntity);
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GameTicker.StartGameRule(nukeopsEntity);
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}
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protected override void Ended(EntityUid uid, LoneOpsSpawnRuleComponent component, GameRuleComponent gameRule, GameRuleEndedEvent args)
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@@ -50,4 +45,3 @@ public sealed class LoneOpsSpawnRule : StationEventSystem<LoneOpsSpawnRuleCompon
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GameTicker.EndGameRule(component.AdditionalRule.Value);
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}
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}
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