Revert "Gamerule Entities" (#15724)
This commit is contained in:
@@ -1,6 +1,5 @@
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using System.Linq;
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using Content.Server.Chat.Managers;
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using Content.Server.GameTicking.Rules.Components;
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using Content.Server.NPC.Systems;
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using Content.Server.Objectives.Interfaces;
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using Content.Server.PDA.Ringer;
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@@ -25,7 +24,7 @@ using Robust.Shared.Utility;
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namespace Content.Server.GameTicking.Rules;
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public sealed class TraitorRuleSystem : GameRuleSystem<TraitorRuleComponent>
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public sealed class TraitorRuleSystem : GameRuleSystem
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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@@ -33,6 +32,7 @@ public sealed class TraitorRuleSystem : GameRuleSystem<TraitorRuleComponent>
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[Dependency] private readonly IObjectivesManager _objectivesManager = default!;
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[Dependency] private readonly IChatManager _chatManager = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly GameTicker _gameTicker = default!;
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[Dependency] private readonly FactionSystem _faction = default!;
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[Dependency] private readonly MobStateSystem _mobStateSystem = default!;
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[Dependency] private readonly UplinkSystem _uplink = default!;
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@@ -40,8 +40,30 @@ public sealed class TraitorRuleSystem : GameRuleSystem<TraitorRuleComponent>
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private ISawmill _sawmill = default!;
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private int PlayersPerTraitor => _cfg.GetCVar(CCVars.TraitorPlayersPerTraitor);
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private int MaxTraitors => _cfg.GetCVar(CCVars.TraitorMaxTraitors);
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public override string Prototype => "Traitor";
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private readonly SoundSpecifier _addedSound = new SoundPathSpecifier("/Audio/Misc/tatoralert.ogg");
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public List<TraitorRole> Traitors = new();
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private const string TraitorPrototypeID = "Traitor";
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private const string TraitorUplinkPresetId = "StorePresetUplink";
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public int TotalTraitors => Traitors.Count;
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public string[] Codewords = new string[3];
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private int _playersPerTraitor => _cfg.GetCVar(CCVars.TraitorPlayersPerTraitor);
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private int _maxTraitors => _cfg.GetCVar(CCVars.TraitorMaxTraitors);
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public enum SelectionState
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{
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WaitingForSpawn = 0,
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ReadyToSelect = 1,
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SelectionMade = 2,
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}
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public SelectionState SelectionStatus = SelectionState.WaitingForSpawn;
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private TimeSpan _announceAt = TimeSpan.Zero;
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private Dictionary<IPlayerSession, HumanoidCharacterProfile> _startCandidates = new();
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public override void Initialize()
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{
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@@ -55,101 +77,101 @@ public sealed class TraitorRuleSystem : GameRuleSystem<TraitorRuleComponent>
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SubscribeLocalEvent<RoundEndTextAppendEvent>(OnRoundEndText);
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}
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protected override void ActiveTick(EntityUid uid, TraitorRuleComponent component, GameRuleComponent gameRule, float frameTime)
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public override void Update(float frameTime)
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{
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base.ActiveTick(uid, component, gameRule, frameTime);
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base.Update(frameTime);
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if (component.SelectionStatus == TraitorRuleComponent.SelectionState.ReadyToSelect && _gameTiming.CurTime > component.AnnounceAt)
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DoTraitorStart(component);
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if (SelectionStatus == SelectionState.ReadyToSelect && _gameTiming.CurTime >= _announceAt)
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DoTraitorStart();
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}
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public override void Started(){}
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public override void Ended()
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{
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Traitors.Clear();
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_startCandidates.Clear();
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SelectionStatus = SelectionState.WaitingForSpawn;
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}
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private void OnStartAttempt(RoundStartAttemptEvent ev)
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{
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var query = EntityQueryEnumerator<TraitorRuleComponent, GameRuleComponent>();
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while (query.MoveNext(out var uid, out var traitor, out var gameRule))
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MakeCodewords();
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if (!RuleAdded)
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return;
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var minPlayers = _cfg.GetCVar(CCVars.TraitorMinPlayers);
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if (!ev.Forced && ev.Players.Length < minPlayers)
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{
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if (!GameTicker.IsGameRuleAdded(uid, gameRule))
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continue;
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_chatManager.DispatchServerAnnouncement(Loc.GetString("traitor-not-enough-ready-players", ("readyPlayersCount", ev.Players.Length), ("minimumPlayers", minPlayers)));
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ev.Cancel();
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return;
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}
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MakeCodewords(traitor);
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var minPlayers = _cfg.GetCVar(CCVars.TraitorMinPlayers);
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if (!ev.Forced && ev.Players.Length < minPlayers)
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{
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_chatManager.DispatchServerAnnouncement(Loc.GetString("traitor-not-enough-ready-players",
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("readyPlayersCount", ev.Players.Length), ("minimumPlayers", minPlayers)));
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ev.Cancel();
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continue;
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}
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if (ev.Players.Length == 0)
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{
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_chatManager.DispatchServerAnnouncement(Loc.GetString("traitor-no-one-ready"));
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ev.Cancel();
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}
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if (ev.Players.Length == 0)
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{
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_chatManager.DispatchServerAnnouncement(Loc.GetString("traitor-no-one-ready"));
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ev.Cancel();
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}
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}
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private void MakeCodewords(TraitorRuleComponent component)
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private void MakeCodewords()
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{
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var codewordCount = _cfg.GetCVar(CCVars.TraitorCodewordCount);
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var adjectives = _prototypeManager.Index<DatasetPrototype>("adjectives").Values;
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var verbs = _prototypeManager.Index<DatasetPrototype>("verbs").Values;
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var codewordPool = adjectives.Concat(verbs).ToList();
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var finalCodewordCount = Math.Min(codewordCount, codewordPool.Count);
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component.Codewords = new string[finalCodewordCount];
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Codewords = new string[finalCodewordCount];
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for (var i = 0; i < finalCodewordCount; i++)
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{
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component.Codewords[i] = _random.PickAndTake(codewordPool);
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Codewords[i] = _random.PickAndTake(codewordPool);
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}
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}
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private void DoTraitorStart(TraitorRuleComponent component)
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private void DoTraitorStart()
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{
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if (!component.StartCandidates.Any())
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if (!_startCandidates.Any())
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{
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_sawmill.Error("Tried to start Traitor mode without any candidates.");
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return;
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}
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var numTraitors = MathHelper.Clamp(component.StartCandidates.Count / PlayersPerTraitor, 1, MaxTraitors);
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var traitorPool = FindPotentialTraitors(component.StartCandidates, component);
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var numTraitors = MathHelper.Clamp(_startCandidates.Count / _playersPerTraitor, 1, _maxTraitors);
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var codewordCount = _cfg.GetCVar(CCVars.TraitorCodewordCount);
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var traitorPool = FindPotentialTraitors(_startCandidates);
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var selectedTraitors = PickTraitors(numTraitors, traitorPool);
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foreach (var traitor in selectedTraitors)
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{
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MakeTraitor(traitor);
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}
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component.SelectionStatus = TraitorRuleComponent.SelectionState.SelectionMade;
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SelectionStatus = SelectionState.SelectionMade;
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}
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private void OnPlayersSpawned(RulePlayerJobsAssignedEvent ev)
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{
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var query = EntityQueryEnumerator<TraitorRuleComponent, GameRuleComponent>();
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while (query.MoveNext(out var uid, out var traitor, out var gameRule))
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if (!RuleAdded)
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return;
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foreach (var player in ev.Players)
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{
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if (!GameTicker.IsGameRuleAdded(uid, gameRule))
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if (!ev.Profiles.ContainsKey(player.UserId))
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continue;
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foreach (var player in ev.Players)
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{
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if (!ev.Profiles.ContainsKey(player.UserId))
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continue;
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traitor.StartCandidates[player] = ev.Profiles[player.UserId];
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}
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var delay = TimeSpan.FromSeconds(
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_cfg.GetCVar(CCVars.TraitorStartDelay) +
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_random.NextFloat(0f, _cfg.GetCVar(CCVars.TraitorStartDelayVariance)));
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traitor.AnnounceAt = _gameTiming.CurTime + delay;
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traitor.SelectionStatus = TraitorRuleComponent.SelectionState.ReadyToSelect;
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_startCandidates[player] = ev.Profiles[player.UserId];
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}
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var delay = TimeSpan.FromSeconds(
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_cfg.GetCVar(CCVars.TraitorStartDelay) +
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_random.NextFloat(0f, _cfg.GetCVar(CCVars.TraitorStartDelayVariance)));
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_announceAt = _gameTiming.CurTime + delay;
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SelectionStatus = SelectionState.ReadyToSelect;
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}
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public List<IPlayerSession> FindPotentialTraitors(in Dictionary<IPlayerSession, HumanoidCharacterProfile> candidates, TraitorRuleComponent component)
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public List<IPlayerSession> FindPotentialTraitors(in Dictionary<IPlayerSession, HumanoidCharacterProfile> candidates)
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{
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var list = new List<IPlayerSession>();
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var pendingQuery = GetEntityQuery<PendingClockInComponent>();
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@@ -174,7 +196,7 @@ public sealed class TraitorRuleSystem : GameRuleSystem<TraitorRuleComponent>
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foreach (var player in list)
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{
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var profile = candidates[player];
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if (profile.AntagPreferences.Contains(component.TraitorPrototypeId))
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if (profile.AntagPreferences.Contains(TraitorPrototypeID))
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{
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prefList.Add(player);
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}
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@@ -206,14 +228,6 @@ public sealed class TraitorRuleSystem : GameRuleSystem<TraitorRuleComponent>
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public bool MakeTraitor(IPlayerSession traitor)
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{
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var traitorRule = EntityQuery<TraitorRuleComponent>().FirstOrDefault();
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if (traitorRule == null)
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{
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//todo fuck me this shit is awful
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GameTicker.StartGameRule("traitor", out var ruleEntity);
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traitorRule = EntityManager.GetComponent<TraitorRuleComponent>(ruleEntity);
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}
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var mind = traitor.Data.ContentData()?.Mind;
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if (mind == null)
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{
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@@ -240,15 +254,14 @@ public sealed class TraitorRuleSystem : GameRuleSystem<TraitorRuleComponent>
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if (pda == null || !_uplink.AddUplink(mind.OwnedEntity.Value, startingBalance))
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return false;
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// add the ringtone uplink and get its code for greeting
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var code = AddComp<RingerUplinkComponent>(pda.Value).Code;
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var antagPrototype = _prototypeManager.Index<AntagPrototype>(traitorRule.TraitorPrototypeId);
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var antagPrototype = _prototypeManager.Index<AntagPrototype>(TraitorPrototypeID);
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var traitorRole = new TraitorRole(mind, antagPrototype);
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mind.AddRole(traitorRole);
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traitorRule.Traitors.Add(traitorRole);
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traitorRole.GreetTraitor(traitorRule.Codewords, code);
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Traitors.Add(traitorRole);
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traitorRole.GreetTraitor(Codewords, code);
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_faction.RemoveFaction(entity, "NanoTrasen", false);
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_faction.AddFaction(entity, "Syndicate");
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@@ -267,173 +280,147 @@ public sealed class TraitorRuleSystem : GameRuleSystem<TraitorRuleComponent>
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}
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//give traitors their codewords and uplink code to keep in their character info menu
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traitorRole.Mind.Briefing = Loc.GetString("traitor-role-codewords-short", ("codewords", string.Join(", ", traitorRule.Codewords)))
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traitorRole.Mind.Briefing = Loc.GetString("traitor-role-codewords-short", ("codewords", string.Join(", ", Codewords)))
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+ "\n" + Loc.GetString("traitor-role-uplink-code-short", ("code", string.Join("", code)));
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_audioSystem.PlayGlobal(traitorRule.AddedSound, Filter.Empty().AddPlayer(traitor), false, AudioParams.Default);
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_audioSystem.PlayGlobal(_addedSound, Filter.Empty().AddPlayer(traitor), false, AudioParams.Default);
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return true;
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}
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private void HandleLatejoin(PlayerSpawnCompleteEvent ev)
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{
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var query = EntityQueryEnumerator<TraitorRuleComponent, GameRuleComponent>();
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while (query.MoveNext(out var uid, out var traitor, out var gameRule))
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if (!RuleAdded)
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return;
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if (TotalTraitors >= _maxTraitors)
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return;
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if (!ev.LateJoin)
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return;
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if (!ev.Profile.AntagPreferences.Contains(TraitorPrototypeID))
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return;
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if (ev.JobId == null || !_prototypeManager.TryIndex<JobPrototype>(ev.JobId, out var job))
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return;
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if (!job.CanBeAntag)
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return;
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// Before the announcement is made, late-joiners are considered the same as players who readied.
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if (SelectionStatus < SelectionState.SelectionMade)
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{
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if (!GameTicker.IsGameRuleAdded(uid, gameRule))
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continue;
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_startCandidates[ev.Player] = ev.Profile;
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return;
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}
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if (traitor.TotalTraitors >= MaxTraitors)
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continue;
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if (!ev.LateJoin)
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continue;
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if (!ev.Profile.AntagPreferences.Contains(traitor.TraitorPrototypeId))
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continue;
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// the nth player we adjust our probabilities around
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int target = ((_playersPerTraitor * TotalTraitors) + 1);
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if (ev.JobId == null || !_prototypeManager.TryIndex<JobPrototype>(ev.JobId, out var job))
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continue;
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float chance = (1f / _playersPerTraitor);
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if (!job.CanBeAntag)
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continue;
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// If we have too many traitors, divide by how many players below target for next traitor we are.
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if (ev.JoinOrder < target)
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{
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chance /= (target - ev.JoinOrder);
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} else // Tick up towards 100% chance.
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{
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chance *= ((ev.JoinOrder + 1) - target);
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}
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if (chance > 1)
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chance = 1;
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// Before the announcement is made, late-joiners are considered the same as players who readied.
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if (traitor.SelectionStatus < TraitorRuleComponent.SelectionState.SelectionMade)
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{
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traitor.StartCandidates[ev.Player] = ev.Profile;
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continue;
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}
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// the nth player we adjust our probabilities around
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var target = PlayersPerTraitor * traitor.TotalTraitors + 1;
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var chance = 1f / PlayersPerTraitor;
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// If we have too many traitors, divide by how many players below target for next traitor we are.
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if (ev.JoinOrder < target)
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{
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chance /= (target - ev.JoinOrder);
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}
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else // Tick up towards 100% chance.
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{
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chance *= ((ev.JoinOrder + 1) - target);
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}
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if (chance > 1)
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chance = 1;
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// Now that we've calculated our chance, roll and make them a traitor if we roll under.
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// You get one shot.
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if (_random.Prob(chance))
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{
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MakeTraitor(ev.Player);
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}
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// Now that we've calculated our chance, roll and make them a traitor if we roll under.
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// You get one shot.
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if (_random.Prob(chance))
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{
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MakeTraitor(ev.Player);
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}
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}
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private void OnRoundEndText(RoundEndTextAppendEvent ev)
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{
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var query = EntityQueryEnumerator<TraitorRuleComponent, GameRuleComponent>();
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while (query.MoveNext(out var uid, out var traitor, out var gameRule))
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if (!RuleAdded)
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return;
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var result = Loc.GetString("traitor-round-end-result", ("traitorCount", Traitors.Count));
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result += "\n" + Loc.GetString("traitor-round-end-codewords", ("codewords", string.Join(", ", Codewords))) + "\n";
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foreach (var traitor in Traitors)
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{
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if (!GameTicker.IsGameRuleAdded(uid, gameRule))
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continue;
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var name = traitor.Mind.CharacterName;
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traitor.Mind.TryGetSession(out var session);
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var username = session?.Name;
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var result = Loc.GetString("traitor-round-end-result", ("traitorCount", traitor.Traitors.Count));
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result += "\n" + Loc.GetString("traitor-round-end-codewords", ("codewords", string.Join(", ", traitor.Codewords))) +
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"\n";
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foreach (var t in traitor.Traitors)
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var objectives = traitor.Mind.AllObjectives.ToArray();
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if (objectives.Length == 0)
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{
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var name = t.Mind.CharacterName;
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t.Mind.TryGetSession(out var session);
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var username = session?.Name;
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var objectives = t.Mind.AllObjectives.ToArray();
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if (objectives.Length == 0)
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{
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if (username != null)
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{
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if (name == null)
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result += "\n" + Loc.GetString("traitor-user-was-a-traitor", ("user", username));
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else
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result += "\n" + Loc.GetString("traitor-user-was-a-traitor-named", ("user", username),
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("name", name));
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}
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else if (name != null)
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result += "\n" + Loc.GetString("traitor-was-a-traitor-named", ("name", name));
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continue;
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}
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if (username != null)
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{
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if (name == null)
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result += "\n" + Loc.GetString("traitor-user-was-a-traitor-with-objectives",
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("user", username));
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result += "\n" + Loc.GetString("traitor-user-was-a-traitor", ("user", username));
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else
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result += "\n" + Loc.GetString("traitor-user-was-a-traitor-with-objectives-named",
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("user", username), ("name", name));
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result += "\n" + Loc.GetString("traitor-user-was-a-traitor-named", ("user", username), ("name", name));
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}
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else if (name != null)
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result += "\n" + Loc.GetString("traitor-was-a-traitor-with-objectives-named", ("name", name));
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result += "\n" + Loc.GetString("traitor-was-a-traitor-named", ("name", name));
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foreach (var objectiveGroup in objectives.GroupBy(o => o.Prototype.Issuer))
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continue;
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}
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if (username != null)
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{
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if (name == null)
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result += "\n" + Loc.GetString("traitor-user-was-a-traitor-with-objectives", ("user", username));
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else
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result += "\n" + Loc.GetString("traitor-user-was-a-traitor-with-objectives-named", ("user", username), ("name", name));
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}
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else if (name != null)
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result += "\n" + Loc.GetString("traitor-was-a-traitor-with-objectives-named", ("name", name));
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foreach (var objectiveGroup in objectives.GroupBy(o => o.Prototype.Issuer))
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{
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result += "\n" + Loc.GetString($"preset-traitor-objective-issuer-{objectiveGroup.Key}");
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||||
foreach (var objective in objectiveGroup)
|
||||
{
|
||||
result += "\n" + Loc.GetString($"preset-traitor-objective-issuer-{objectiveGroup.Key}");
|
||||
|
||||
foreach (var objective in objectiveGroup)
|
||||
foreach (var condition in objective.Conditions)
|
||||
{
|
||||
foreach (var condition in objective.Conditions)
|
||||
var progress = condition.Progress;
|
||||
if (progress > 0.99f)
|
||||
{
|
||||
var progress = condition.Progress;
|
||||
if (progress > 0.99f)
|
||||
{
|
||||
result += "\n- " + Loc.GetString(
|
||||
"traitor-objective-condition-success",
|
||||
("condition", condition.Title),
|
||||
("markupColor", "green")
|
||||
);
|
||||
}
|
||||
else
|
||||
{
|
||||
result += "\n- " + Loc.GetString(
|
||||
"traitor-objective-condition-fail",
|
||||
("condition", condition.Title),
|
||||
("progress", (int) (progress * 100)),
|
||||
("markupColor", "red")
|
||||
);
|
||||
}
|
||||
result += "\n- " + Loc.GetString(
|
||||
"traitor-objective-condition-success",
|
||||
("condition", condition.Title),
|
||||
("markupColor", "green")
|
||||
);
|
||||
}
|
||||
else
|
||||
{
|
||||
result += "\n- " + Loc.GetString(
|
||||
"traitor-objective-condition-fail",
|
||||
("condition", condition.Title),
|
||||
("progress", (int) (progress * 100)),
|
||||
("markupColor", "red")
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
ev.AddLine(result);
|
||||
}
|
||||
ev.AddLine(result);
|
||||
}
|
||||
|
||||
public List<TraitorRole> GetOtherTraitorsAliveAndConnected(Mind.Mind ourMind)
|
||||
public IEnumerable<TraitorRole> GetOtherTraitorsAliveAndConnected(Mind.Mind ourMind)
|
||||
{
|
||||
List<TraitorRole> allTraitors = new();
|
||||
foreach (var traitor in EntityQuery<TraitorRuleComponent>())
|
||||
{
|
||||
foreach (var role in GetOtherTraitorsAliveAndConnected(ourMind, traitor))
|
||||
{
|
||||
if (!allTraitors.Contains(role))
|
||||
allTraitors.Add(role);
|
||||
}
|
||||
}
|
||||
var traitors = Traitors;
|
||||
List<TraitorRole> removeList = new();
|
||||
|
||||
return allTraitors;
|
||||
}
|
||||
|
||||
public List<TraitorRole> GetOtherTraitorsAliveAndConnected(Mind.Mind ourMind, TraitorRuleComponent component)
|
||||
{
|
||||
return component.Traitors // don't want
|
||||
return Traitors // don't want
|
||||
.Where(t => t.Mind is not null) // no mind
|
||||
.Where(t => t.Mind.OwnedEntity is not null) // no entity
|
||||
.Where(t => t.Mind.Session is not null) // player disconnected
|
||||
.Where(t => t.Mind != ourMind) // ourselves
|
||||
.Where(t => _mobStateSystem.IsAlive((EntityUid) t.Mind.OwnedEntity!)) // dead
|
||||
.Where(t => t.Mind.CurrentEntity == t.Mind.OwnedEntity).ToList(); // not in original body
|
||||
.Where(t => t.Mind.CurrentEntity == t.Mind.OwnedEntity); // not in original body
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user