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

@@ -1,6 +1,5 @@
using Content.Server.GameTicking.Rules;
using Content.Server.Traitor.Components;
using Content.Shared.Mind;
using Content.Shared.Mind.Components;
namespace Content.Server.Traitor.Systems;
@@ -16,15 +15,9 @@ public sealed class AutoTraitorSystem : EntitySystem
{
base.Initialize();
SubscribeLocalEvent<AutoTraitorComponent, MapInitEvent>(OnMapInit);
SubscribeLocalEvent<AutoTraitorComponent, MindAddedMessage>(OnMindAdded);
}
private void OnMapInit(EntityUid uid, AutoTraitorComponent comp, MapInitEvent args)
{
TryMakeTraitor(uid, comp);
}
private void OnMindAdded(EntityUid uid, AutoTraitorComponent comp, MindAddedMessage args)
{
TryMakeTraitor(uid, comp);
@@ -60,15 +53,9 @@ public sealed class AutoTraitorSystem : EntitySystem
if (!Resolve(uid, ref comp))
return false;
if (!TryComp<MindContainerComponent>(uid, out var mindContainer) || mindContainer.Mind == null)
return false;
var mindId = mindContainer.Mind.Value;
if (!TryComp<MindComponent>(mindId, out var mind) || mind.Session == null)
return false;
var session = mind.Session;
_traitorRule.MakeTraitor(session, giveUplink: comp.GiveUplink, giveObjectives: comp.GiveObjectives);
//Start the rule if it has not already been started
var traitorRuleComponent = _traitorRule.StartGameRule();
_traitorRule.MakeTraitor(uid, traitorRuleComponent, giveUplink: comp.GiveUplink, giveObjectives: comp.GiveObjectives);
// prevent spamming anything if it fails
RemComp<AutoTraitorComponent>(uid);
return true;