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

@@ -10,30 +10,28 @@ public enum WarDeclaratorUiKey
public enum WarConditionStatus : byte
{
WAR_READY,
WAR_DELAY,
YES_WAR,
NO_WAR_UNKNOWN,
NO_WAR_TIMEOUT,
NO_WAR_SMALL_CREW,
NO_WAR_SHUTTLE_DEPARTED
WarReady,
YesWar,
NoWarUnknown,
NoWarTimeout,
NoWarSmallCrew,
NoWarShuttleDeparted
}
[Serializable, NetSerializable]
public sealed class WarDeclaratorBoundUserInterfaceState : BoundUserInterfaceState
{
public WarConditionStatus Status;
public int MinCrew;
public TimeSpan Delay;
public WarConditionStatus? Status;
public TimeSpan ShuttleDisabledTime;
public TimeSpan EndTime;
public WarDeclaratorBoundUserInterfaceState(WarConditionStatus status, int minCrew, TimeSpan delay, TimeSpan endTime)
public WarDeclaratorBoundUserInterfaceState(WarConditionStatus? status, TimeSpan endTime, TimeSpan shuttleDisabledTime)
{
Status = status;
MinCrew = minCrew;
Delay = delay;
EndTime = endTime;
ShuttleDisabledTime = shuttleDisabledTime;
}
}
[Serializable, NetSerializable]