[Antag] Lone Ops (#14647)

* loneops event, prototype stuff, striker shuttle, and nukeops rule changes

* newline

* shuttle attributions

* optimizations and tweaks

* bugfix and mutually exclusive with nukeops

* bugfix but better

* fix nukie planet spawning when defaulting to extended

* remove hypospray protection references

* ghost_roles.yml edit thingy

* remove .orig file
This commit is contained in:
Scribbles0
2023-04-16 23:00:43 -07:00
committed by GitHub
parent 308a64a5c9
commit e24d0b4e44
8 changed files with 3865 additions and 9 deletions

View File

@@ -234,6 +234,17 @@ public sealed class NukeopsRuleSystem : GameRuleSystem
}
}
public void LoadLoneOpsConfig()
{
_nukeopsRuleConfig.SpawnOutpost = false;
_nukeopsRuleConfig.EndsRound = false;
}
public bool CheckLoneOpsSpawn()
{
return _nukeopsRuleConfig.CanLoneOpsSpawn;
}
private void OnRoundStart()
{
// TODO: This needs to try and target a Nanotrasen station. At the very least,
@@ -383,7 +394,7 @@ public sealed class NukeopsRuleSystem : GameRuleSystem
private void CheckRoundShouldEnd()
{
if (!RuleAdded || RuleWinType == WinType.CrewMajor || RuleWinType == WinType.OpsMajor)
if (!RuleAdded || !_nukeopsRuleConfig.EndsRound || RuleWinType == WinType.CrewMajor || RuleWinType == WinType.OpsMajor)
return;
// If there are any nuclear bombs that are active, immediately return. We're not over yet.
@@ -456,6 +467,12 @@ public sealed class NukeopsRuleSystem : GameRuleSystem
if (!RuleAdded)
return;
if (!SpawnMap())
{
Logger.InfoS("nukies", "Failed to load map for nukeops");
return;
}
// Basically copied verbatim from traitor code
var playersPerOperative = _nukeopsRuleConfig.PlayersPerOperative;
var maxOperatives = _nukeopsRuleConfig.MaxOperatives;
@@ -608,6 +625,11 @@ public sealed class NukeopsRuleSystem : GameRuleSystem
if (_nukiePlanet != null)
return true; // Map is already loaded.
if (!_nukeopsRuleConfig.SpawnOutpost)
return true;
_nukeopsRuleConfig.CanLoneOpsSpawn = false;
var path = _nukeopsRuleConfig.NukieOutpostMap;
var shuttlePath = _nukeopsRuleConfig.NukieShuttleMap;
if (path == null)
@@ -785,6 +807,11 @@ public sealed class NukeopsRuleSystem : GameRuleSystem
private void SpawnOperativesForGhostRoles()
{
if (!SpawnMap())
{
Logger.InfoS("nukies", "Failed to load map for nukeops");
return;
}
// Basically copied verbatim from traitor code
var playersPerOperative = _nukeopsRuleConfig.PlayersPerOperative;
var maxOperatives = _nukeopsRuleConfig.MaxOperatives;
@@ -855,13 +882,6 @@ public sealed class NukeopsRuleSystem : GameRuleSystem
_operativeNames.Add(proto, new List<string>(_prototypeManager.Index<DatasetPrototype>(proto).Values));
}
if (!SpawnMap())
{
Logger.InfoS("nukies", "Failed to load map for nukeops");
return;
}
// Add pre-existing nuke operatives to the credit list.
var query = EntityQuery<NukeOperativeComponent, MindComponent>(true);
foreach (var (_, mindComp) in query)
@@ -876,5 +896,10 @@ public sealed class NukeopsRuleSystem : GameRuleSystem
SpawnOperativesForGhostRoles();
}
public override void Ended() { }
public override void Ended()
{
_nukeopsRuleConfig.EndsRound = true;
_nukeopsRuleConfig.SpawnOutpost = true;
_nukeopsRuleConfig.CanLoneOpsSpawn = true;
}
}