Traitor (#2566)
* basic implementation * minor fixes * objectives temp commit * proper onstart bind * changes all conditions to be bound to a mind-instance * oops * oops v2 * adds possiblity to enable duplicate assignment of objective equal objectives are unable to be added * minor fixes, adds greentext * refactors incompatability to be defined by requirements * fixes a wrong whitespace * minor fix * addressed reviews v1 * address reviews v2 Co-authored-by: Exp <theexp111@gmail.com> * final sweep * adds/refactors traitor&sss cvars * Update Content.Server/Mobs/Mind.cs * never trust github web * adds datasets & makes codewords use them * addresses exp's reviews * addressed zumos reviews Co-authored-by: Paul <ritter.paul1+git@googlemail.com> Co-authored-by: Exp <theexp111@gmail.com>
This commit is contained in:
@@ -43,8 +43,6 @@ namespace Content.Client.GameObjects.Components.Actor
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{
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base.HandleNetworkMessage(message, netChannel, session);
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if(session?.AttachedEntity != Owner) return;
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switch (message)
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{
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case CharacterInfoMessage characterInfoMessage:
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@@ -16,6 +16,8 @@ namespace Content.Server.GameObjects.Components.Actor
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{
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public override void HandleNetworkMessage(ComponentMessage message, INetChannel netChannel, ICommonSession? session = null)
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{
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if(session?.AttachedEntity != Owner) return;
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switch (message)
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{
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case RequestCharacterInfoMessage _:
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@@ -30,12 +32,12 @@ namespace Content.Server.GameObjects.Components.Actor
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// getting conditions
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foreach (var objective in mind.AllObjectives)
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{
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if (!conditions.ContainsKey(objective.Issuer))
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conditions[objective.Issuer] = new List<ConditionInfo>();
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if (!conditions.ContainsKey(objective.Prototype.Issuer))
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conditions[objective.Prototype.Issuer] = new List<ConditionInfo>();
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foreach (var condition in objective.Conditions)
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{
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conditions[objective.Issuer].Add(new ConditionInfo(condition.GetTitle(),
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condition.GetDescription(), condition.GetIcon(), condition.GetProgress(mindComponent.Mind)));
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conditions[objective.Prototype.Issuer].Add(new ConditionInfo(condition.Title,
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condition.Description, condition.Icon, condition.Progress));
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}
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}
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@@ -15,5 +15,9 @@ namespace Content.Server.GameTicking
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public virtual string Description => "Secret!";
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public virtual bool DisallowLateJoin => false;
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public Dictionary<NetUserId, HumanoidCharacterProfile> readyProfiles;
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public virtual void OnGameStarted() { }
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public virtual string GetRoundEndDescription() => "";
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}
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}
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@@ -47,10 +47,10 @@ namespace Content.Server.GameTicking.GamePresets
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public override bool Start(IReadOnlyList<IPlayerSession> readyPlayers, bool force = false)
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{
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MinPlayers = _cfg.GetCVar(CCVars.GameSuspicionMinPlayers);
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MinTraitors = _cfg.GetCVar(CCVars.GameSuspicionMinTraitors);
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PlayersPerTraitor = _cfg.GetCVar(CCVars.GameSuspicionPlayersPerTraitor);
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TraitorStartingBalance = _cfg.GetCVar(CCVars.GameSuspicionStartingBalance);
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MinPlayers = _cfg.GetCVar(CCVars.SuspicionMinPlayers);
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MinTraitors = _cfg.GetCVar(CCVars.SuspicionMinTraitors);
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PlayersPerTraitor = _cfg.GetCVar(CCVars.SuspicionPlayersPerTraitor);
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TraitorStartingBalance = _cfg.GetCVar(CCVars.SuspicionStartingBalance);
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if (!force && readyPlayers.Count < MinPlayers)
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{
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213
Content.Server/GameTicking/GamePresets/PresetTraitor.cs
Normal file
213
Content.Server/GameTicking/GamePresets/PresetTraitor.cs
Normal file
@@ -0,0 +1,213 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Content.Server.GameObjects.Components.GUI;
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using Content.Server.GameObjects.Components.Items.Storage;
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using Content.Server.GameObjects.Components.PDA;
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using Content.Server.GameTicking.GameRules;
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using Content.Server.Interfaces.Chat;
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using Content.Server.Interfaces.GameTicking;
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using Content.Server.Mobs.Roles.Traitor;
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using Content.Server.Objectives.Interfaces;
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using Content.Server.Players;
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using Content.Server.Prototypes;
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using Content.Shared;
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using Content.Shared.GameObjects.Components.Inventory;
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using Content.Shared.GameObjects.Components.PDA;
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using Robust.Server.Interfaces.Player;
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using Robust.Shared.Interfaces.Configuration;
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using Robust.Shared.Interfaces.Random;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Log;
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using Robust.Shared.Maths;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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namespace Content.Server.GameTicking.GamePresets
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{
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public class PresetTraitor : GamePreset
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{
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[Dependency] private readonly IGameTicker _gameticker = default!;
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[Dependency] private readonly IChatManager _chatManager = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly IConfigurationManager _cfg = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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public override string ModeTitle => "Traitor";
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private int MinPlayers { get; set; }
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private int PlayersPerTraitor { get; set; }
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private int MaxTraitors { get; set; }
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private int CodewordCount { get; set; }
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private int StartingBalance { get; set; }
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private float MaxDifficulty { get; set; }
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private int MaxPicks { get; set; }
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private readonly List<TraitorRole> _traitors = new ();
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public override bool Start(IReadOnlyList<IPlayerSession> readyPlayers, bool force = false)
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{
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MinPlayers = _cfg.GetCVar(CCVars.TraitorMinPlayers);
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PlayersPerTraitor = _cfg.GetCVar(CCVars.TraitorPlayersPerTraitor);
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MaxTraitors = _cfg.GetCVar(CCVars.TraitorMaxTraitors);
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CodewordCount = _cfg.GetCVar(CCVars.TraitorCodewordCount);
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StartingBalance = _cfg.GetCVar(CCVars.TraitorStartingBalance);
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MaxDifficulty = _cfg.GetCVar(CCVars.TraitorMaxDifficulty);
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MaxPicks = _cfg.GetCVar(CCVars.TraitorMaxPicks);
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if (!force && readyPlayers.Count < MinPlayers)
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{
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_chatManager.DispatchServerAnnouncement($"Not enough players readied up for the game! There were {readyPlayers.Count} players readied up out of {MinPlayers} needed.");
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return false;
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}
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if (readyPlayers.Count == 0)
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{
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_chatManager.DispatchServerAnnouncement("No players readied up! Can't start Traitor.");
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return false;
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}
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var list = new List<IPlayerSession>(readyPlayers);
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var prefList = new List<IPlayerSession>();
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foreach (var player in list)
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{
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if (!readyProfiles.ContainsKey(player.UserId))
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{
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continue;
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}
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var profile = readyProfiles[player.UserId];
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if (profile.AntagPreferences.Contains("Traitor"))
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{
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prefList.Add(player);
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}
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}
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var numTraitors = MathHelper.Clamp(readyPlayers.Count / PlayersPerTraitor,
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1, MaxTraitors);
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for (var i = 0; i < numTraitors; i++)
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{
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IPlayerSession traitor;
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if(prefList.Count < numTraitors)
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{
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if (list.Count == 0)
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{
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Logger.InfoS("preset", "Insufficient ready players to fill up with traitors, stopping the selection.");
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break;
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}
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traitor = _random.PickAndTake(list);
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Logger.InfoS("preset", "Insufficient preferred traitors, picking at random.");
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}
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else
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{
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traitor = _random.PickAndTake(prefList);
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list.Remove(traitor);
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Logger.InfoS("preset", "Selected a preferred traitor.");
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}
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var mind = traitor.Data.ContentData()?.Mind;
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var traitorRole = new TraitorRole(mind);
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if (mind == null)
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{
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Logger.ErrorS("preset", "Failed getting mind for picked traitor.");
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continue;
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}
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// creadth: we need to create uplink for the antag.
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// PDA should be in place already, so we just need to
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// initiate uplink account.
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var uplinkAccount = new UplinkAccount(mind.OwnedEntity.Uid, StartingBalance);
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var inventory = mind.OwnedEntity.GetComponent<InventoryComponent>();
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if (!inventory.TryGetSlotItem(EquipmentSlotDefines.Slots.IDCARD, out ItemComponent pdaItem))
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{
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Logger.ErrorS("preset", "Failed getting pda for picked traitor.");
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continue;
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}
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var pda = pdaItem.Owner;
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var pdaComponent = pda.GetComponent<PDAComponent>();
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if (pdaComponent.IdSlotEmpty)
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{
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Logger.ErrorS("preset","PDA had no id for picked traitor");
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continue;
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}
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mind.AddRole(traitorRole);
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_traitors.Add(traitorRole);
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pdaComponent.InitUplinkAccount(uplinkAccount);
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}
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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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var codewords = new string[finalCodewordCount];
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for (var i = 0; i < finalCodewordCount; i++)
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{
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codewords[i] = _random.PickAndTake(codewordPool);
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}
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foreach (var traitor in _traitors)
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{
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traitor.GreetTraitor(codewords);
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}
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_gameticker.AddGameRule<RuleTraitor>();
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return true;
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}
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public override void OnGameStarted()
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{
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var objectivesMgr = IoCManager.Resolve<IObjectivesManager>();
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foreach (var traitor in _traitors)
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{
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//give traitors their objectives
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var difficulty = 0f;
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for (var pick = 0; pick < MaxPicks && MaxDifficulty > difficulty; pick++)
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{
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var objective = objectivesMgr.GetRandomObjective(traitor.Mind);
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if (objective == null) continue;
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if (traitor.Mind.TryAddObjective(objective))
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difficulty += objective.Difficulty;
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}
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}
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}
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public override string GetRoundEndDescription()
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{
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var traitorCount = _traitors.Count;
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var result = Loc.GetString("There {0} {1} {2}.", Loc.GetPluralString("was", "were", traitorCount),
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traitorCount, Loc.GetPluralString("traitor", "traitors", traitorCount));
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foreach (var traitor in _traitors)
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{
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result += Loc.GetString("\n{0} was a traitor",traitor.Mind.Session.Name);
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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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result += ".\n";
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continue;
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}
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result += Loc.GetString(" and had the following objectives:");
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foreach (var objectiveGroup in objectives.GroupBy(o => o.Prototype.Issuer))
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{
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result += $"\n[color=#87cefa]{Loc.GetString(objectiveGroup.Key)}[/color]";
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foreach (var objective in objectiveGroup)
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{
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foreach (var condition in objective.Conditions)
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{
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var progress = condition.Progress;
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result +=
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Loc.GetString("\n- {0} | {1}", condition.Title, (progress > 0.99f ? $"[color=green]{Loc.GetString("Success!")}[/color]" : $"[color=red]{Loc.GetString("Failed!")}[/color] ({(int) (progress * 100)}%)"));
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}
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}
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}
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}
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return result;
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}
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}
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}
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36
Content.Server/GameTicking/GameRules/RuleTraitor.cs
Normal file
36
Content.Server/GameTicking/GameRules/RuleTraitor.cs
Normal file
@@ -0,0 +1,36 @@
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using System;
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using System.Threading;
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using Content.Server.Interfaces.Chat;
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using Content.Server.Interfaces.GameTicking;
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using Content.Server.Mobs.Roles.Traitor;
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using Content.Server.Players;
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using Content.Shared;
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using Content.Shared.GameObjects.Components.Damage;
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using Robust.Server.GameObjects.EntitySystems;
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using Robust.Server.Interfaces.Player;
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using Robust.Shared.Audio;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.Configuration;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Timer = Robust.Shared.Timers.Timer;
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namespace Content.Server.GameTicking.GameRules
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{
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public class RuleTraitor : GameRule
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{
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[Dependency] private readonly IChatManager _chatManager = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IGameTicker _gameTicker = default!;
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[Dependency] private readonly IConfigurationManager _cfg = default!;
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public override void Added()
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{
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_chatManager.DispatchServerAnnouncement(Loc.GetString("Hello crew! Have a good shift!"));
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bool Predicate(IPlayerSession session) => session.ContentData()?.Mind?.HasRole<TraitorRole>() ?? false;
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EntitySystem.Get<AudioSystem>().PlayGlobal("/Audio/Misc/tatoralert.ogg", AudioParams.Default, Predicate);
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}
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}
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}
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@@ -115,6 +115,15 @@ namespace Content.Server.GameTicking
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}
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}
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[ViewVariables]
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public GamePreset Preset
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{
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get => _preset == null ? MakeGamePreset(null) : _preset;
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set => _preset = value;
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}
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private GamePreset _preset;
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public event Action<GameRunLevelChangedEventArgs> OnRunLevelChanged;
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public event Action<GameRuleAddedEventArgs> OnRuleAdded;
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@@ -278,18 +287,18 @@ namespace Content.Server.GameTicking
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}
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// Time to start the preset.
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var preset = MakeGamePreset(profiles);
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Preset = MakeGamePreset(profiles);
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DisallowLateJoin |= preset.DisallowLateJoin;
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DisallowLateJoin |= Preset.DisallowLateJoin;
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if (!preset.Start(assignedJobs.Keys.ToList(), force))
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if (!Preset.Start(assignedJobs.Keys.ToList(), force))
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{
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if (_configurationManager.GetCVar(CCVars.GameLobbyFallbackEnabled))
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{
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SetStartPreset(_configurationManager.GetCVar(CCVars.GameLobbyFallbackPreset));
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var newPreset = MakeGamePreset(profiles);
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_chatManager.DispatchServerAnnouncement(
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$"Failed to start {preset.ModeTitle} mode! Defaulting to {newPreset.ModeTitle}...");
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$"Failed to start {Preset.ModeTitle} mode! Defaulting to {newPreset.ModeTitle}...");
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if (!newPreset.Start(readyPlayers, force))
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{
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throw new ApplicationException("Fallback preset failed to start!");
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@@ -297,15 +306,17 @@ namespace Content.Server.GameTicking
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DisallowLateJoin = false;
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DisallowLateJoin |= newPreset.DisallowLateJoin;
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Preset = newPreset;
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}
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else
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{
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SendServerMessage($"Failed to start {preset.ModeTitle} mode! Restarting round...");
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SendServerMessage($"Failed to start {Preset.ModeTitle} mode! Restarting round...");
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RestartRound();
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DelayStart(TimeSpan.FromSeconds(PresetFailedCooldownIncrease));
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return;
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}
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}
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Preset.OnGameStarted();
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_roundStartTimeSpan = IoCManager.Resolve<IGameTiming>().RealTime;
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_sendStatusToAll();
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@@ -342,8 +353,8 @@ namespace Content.Server.GameTicking
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//Tell every client the round has ended.
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var roundEndMessage = _netManager.CreateNetMessage<MsgRoundEndMessage>();
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roundEndMessage.GamemodeTitle = MakeGamePreset(null).ModeTitle;
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roundEndMessage.RoundEndText = roundEndText;
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roundEndMessage.GamemodeTitle = Preset.ModeTitle;
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roundEndMessage.RoundEndText = roundEndText + $"\n{Preset.GetRoundEndDescription()}";
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//Get the timespan of the round.
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roundEndMessage.RoundDuration = IoCManager.Resolve<IGameTiming>().RealTime.Subtract(_roundStartTimeSpan);
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@@ -472,6 +483,7 @@ namespace Content.Server.GameTicking
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"sandbox" => typeof(PresetSandbox),
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"deathmatch" => typeof(PresetDeathMatch),
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"suspicion" => typeof(PresetSuspicion),
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"traitor" => typeof(PresetTraitor),
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_ => default
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};
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@@ -1003,8 +1015,8 @@ namespace Content.Server.GameTicking
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private string GetInfoText()
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{
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var gmTitle = MakeGamePreset(null).ModeTitle;
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var desc = MakeGamePreset(null).Description;
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var gmTitle = Preset.ModeTitle;
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var desc = Preset.Description;
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return Loc.GetString(@"Hi and welcome to [color=white]Space Station 14![/color]
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The current game mode is: [color=white]{0}[/color].
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@@ -28,7 +28,7 @@ namespace Content.Server.Mobs
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{
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private readonly ISet<Role> _roles = new HashSet<Role>();
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|
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private readonly List<ObjectivePrototype> _objectives = new();
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private readonly List<Objective> _objectives = new();
|
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|
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/// <summary>
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/// Creates the new mind attached to a specific player session.
|
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@@ -81,7 +81,7 @@ namespace Content.Server.Mobs
|
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/// An enumerable over all the objectives this mind has.
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/// </summary>
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[ViewVariables]
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public IEnumerable<ObjectivePrototype> AllObjectives => _objectives;
|
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public IEnumerable<Objective> AllObjectives => _objectives;
|
||||
|
||||
/// <summary>
|
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/// The session of the player owning this mind.
|
||||
@@ -156,9 +156,12 @@ namespace Content.Server.Mobs
|
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/// <summary>
|
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/// Adds an objective to this mind.
|
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/// </summary>
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public bool TryAddObjective(ObjectivePrototype objective)
|
||||
public bool TryAddObjective(ObjectivePrototype objectivePrototype)
|
||||
{
|
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if (!objective.CanBeAssigned(this))
|
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if (!objectivePrototype.CanBeAssigned(this))
|
||||
return false;
|
||||
var objective = objectivePrototype.GetObjective(this);
|
||||
if (_objectives.Contains(objective))
|
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return false;
|
||||
_objectives.Add(objective);
|
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return true;
|
||||
|
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23
Content.Server/Mobs/Roles/Traitor/TraitorRole.cs
Normal file
23
Content.Server/Mobs/Roles/Traitor/TraitorRole.cs
Normal file
@@ -0,0 +1,23 @@
|
||||
using Content.Server.Interfaces.Chat;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Localization;
|
||||
|
||||
namespace Content.Server.Mobs.Roles.Traitor
|
||||
{
|
||||
public class TraitorRole : Role
|
||||
{
|
||||
public TraitorRole(Mind mind) : base(mind)
|
||||
{
|
||||
}
|
||||
|
||||
public override string Name => "Syndicate Agent";
|
||||
public override bool Antagonist => true;
|
||||
|
||||
public void GreetTraitor(string[] codewords)
|
||||
{
|
||||
var chatMgr = IoCManager.Resolve<IChatManager>();
|
||||
chatMgr.DispatchServerMessage(Mind.Session, Loc.GetString("Hello Agent!"));
|
||||
chatMgr.DispatchServerMessage(Mind.Session, Loc.GetString("Your codewords are: {0}", string.Join(", ",codewords)));
|
||||
}
|
||||
}
|
||||
}
|
||||
53
Content.Server/Objectives/Conditions/DieCondition.cs
Normal file
53
Content.Server/Objectives/Conditions/DieCondition.cs
Normal file
@@ -0,0 +1,53 @@
|
||||
#nullable enable
|
||||
using Content.Server.Mobs;
|
||||
using Content.Server.Objectives.Interfaces;
|
||||
using Content.Shared.GameObjects.Components.Damage;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Shared.Localization;
|
||||
using Robust.Shared.Utility;
|
||||
|
||||
namespace Content.Server.Objectives.Conditions
|
||||
{
|
||||
[UsedImplicitly]
|
||||
public class DieCondition : IObjectiveCondition
|
||||
{
|
||||
private Mind? _mind;
|
||||
|
||||
public IObjectiveCondition GetAssigned(Mind mind)
|
||||
{
|
||||
return new DieCondition {_mind = mind};
|
||||
}
|
||||
|
||||
public string Title => Loc.GetString("Die a glorius death");
|
||||
|
||||
public string Description => Loc.GetString("Die.");
|
||||
|
||||
public SpriteSpecifier Icon => new SpriteSpecifier.Rsi(new ResourcePath("Mobs/Ghosts/ghost_human.rsi"), "icon");
|
||||
|
||||
public float Progress => _mind?.OwnedEntity != null &&
|
||||
_mind.OwnedEntity.TryGetComponent<IDamageableComponent>(out var damageableComponent) &&
|
||||
damageableComponent.CurrentState != DamageState.Dead
|
||||
? 0f
|
||||
: 1f;
|
||||
|
||||
public float Difficulty => 1f;
|
||||
|
||||
public bool Equals(IObjectiveCondition? other)
|
||||
{
|
||||
return other is DieCondition condition && Equals(_mind, condition._mind);
|
||||
}
|
||||
|
||||
public override bool Equals(object? obj)
|
||||
{
|
||||
if (ReferenceEquals(null, obj)) return false;
|
||||
if (ReferenceEquals(this, obj)) return true;
|
||||
if (obj.GetType() != GetType()) return false;
|
||||
return Equals((DieCondition) obj);
|
||||
}
|
||||
|
||||
public override int GetHashCode()
|
||||
{
|
||||
return (_mind != null ? _mind.GetHashCode() : 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
48
Content.Server/Objectives/Conditions/KillPersonCondition.cs
Normal file
48
Content.Server/Objectives/Conditions/KillPersonCondition.cs
Normal file
@@ -0,0 +1,48 @@
|
||||
#nullable enable
|
||||
using Content.Server.Mobs;
|
||||
using Content.Server.Objectives.Interfaces;
|
||||
using Content.Shared.GameObjects.Components.Damage;
|
||||
using Robust.Shared.Localization;
|
||||
using Robust.Shared.Utility;
|
||||
|
||||
namespace Content.Server.Objectives.Conditions
|
||||
{
|
||||
public abstract class KillPersonCondition : IObjectiveCondition
|
||||
{
|
||||
protected Mind? Target;
|
||||
public abstract IObjectiveCondition GetAssigned(Mind mind);
|
||||
|
||||
public string Title => Loc.GetString("Kill {0}", Target?.OwnedEntity.Name ?? "");
|
||||
|
||||
public string Description => Loc.GetString("Do it however you like, just make sure they don't last the shift.");
|
||||
|
||||
public SpriteSpecifier Icon => new SpriteSpecifier.Rsi(new ResourcePath("Objects/Weapons/Guns/Pistols/mk58_wood.rsi"), "icon");
|
||||
|
||||
public float Progress => Target?.OwnedEntity != null &&
|
||||
Target.OwnedEntity
|
||||
.TryGetComponent<IDamageableComponent>(out var damageableComponent) &&
|
||||
damageableComponent.CurrentState == DamageState.Dead
|
||||
? 1f
|
||||
: 0f;
|
||||
|
||||
public float Difficulty => 2f;
|
||||
|
||||
public bool Equals(IObjectiveCondition? other)
|
||||
{
|
||||
return other is KillPersonCondition kpc && Equals(Target, kpc.Target);
|
||||
}
|
||||
|
||||
public override bool Equals(object? obj)
|
||||
{
|
||||
if (ReferenceEquals(null, obj)) return false;
|
||||
if (ReferenceEquals(this, obj)) return true;
|
||||
if (obj.GetType() != GetType()) return false;
|
||||
return Equals((KillPersonCondition) obj);
|
||||
}
|
||||
|
||||
public override int GetHashCode()
|
||||
{
|
||||
return Target?.GetHashCode() ?? 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,31 @@
|
||||
using System.Linq;
|
||||
using Content.Server.GameObjects.Components.Mobs;
|
||||
using Content.Server.Mobs;
|
||||
using Content.Server.Objectives.Interfaces;
|
||||
using Content.Shared.GameObjects.Components.Damage;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
using Robust.Shared.Interfaces.Random;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Random;
|
||||
|
||||
namespace Content.Server.Objectives.Conditions
|
||||
{
|
||||
[UsedImplicitly]
|
||||
public class KillRandomPersonCondition : KillPersonCondition
|
||||
{
|
||||
public override IObjectiveCondition GetAssigned(Mind mind)
|
||||
{
|
||||
var entityMgr = IoCManager.Resolve<IEntityManager>();
|
||||
var allHumans = entityMgr.ComponentManager.EntityQuery<MindComponent>().Where(mc =>
|
||||
{
|
||||
var entity = mc.Mind?.OwnedEntity;
|
||||
return entity != null &&
|
||||
entity.TryGetComponent<IDamageableComponent>(out var damageableComponent) &&
|
||||
damageableComponent.CurrentState == DamageState.Alive
|
||||
&& mc.Mind != mind;
|
||||
}).Select(mc => mc.Mind).ToList();
|
||||
return new KillRandomPersonCondition {Target = IoCManager.Resolve<IRobustRandom>().Pick(allHumans)};
|
||||
}
|
||||
}
|
||||
}
|
||||
53
Content.Server/Objectives/Conditions/StayAliveCondition.cs
Normal file
53
Content.Server/Objectives/Conditions/StayAliveCondition.cs
Normal file
@@ -0,0 +1,53 @@
|
||||
#nullable enable
|
||||
using Content.Server.Mobs;
|
||||
using Content.Server.Objectives.Interfaces;
|
||||
using Content.Shared.GameObjects.Components.Damage;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Shared.Localization;
|
||||
using Robust.Shared.Utility;
|
||||
|
||||
namespace Content.Server.Objectives.Conditions
|
||||
{
|
||||
[UsedImplicitly]
|
||||
public class StayAliveCondition : IObjectiveCondition
|
||||
{
|
||||
private Mind? _mind;
|
||||
|
||||
public IObjectiveCondition GetAssigned(Mind mind)
|
||||
{
|
||||
return new StayAliveCondition {_mind = mind};
|
||||
}
|
||||
|
||||
public string Title => Loc.GetString("Stay alive.");
|
||||
|
||||
public string Description => Loc.GetString("Survive this shift, we need you for another assignment.");
|
||||
|
||||
public SpriteSpecifier Icon => new SpriteSpecifier.Rsi(new ResourcePath("Objects/Misc/skub.rsi"), "icon"); //didn't know what else would have been a good icon for staying alive
|
||||
|
||||
public float Progress => _mind?.OwnedEntity != null &&
|
||||
_mind.OwnedEntity.TryGetComponent<IDamageableComponent>(out var damageableComponent) &&
|
||||
damageableComponent.CurrentState == DamageState.Dead
|
||||
? 0f
|
||||
: 1f;
|
||||
|
||||
public float Difficulty => 1f;
|
||||
|
||||
public bool Equals(IObjectiveCondition? other)
|
||||
{
|
||||
return other is StayAliveCondition sac && Equals(_mind, sac._mind);
|
||||
}
|
||||
|
||||
public override bool Equals(object? obj)
|
||||
{
|
||||
if (ReferenceEquals(null, obj)) return false;
|
||||
if (ReferenceEquals(this, obj)) return true;
|
||||
if (obj.GetType() != GetType()) return false;
|
||||
return Equals((StayAliveCondition) obj);
|
||||
}
|
||||
|
||||
public override int GetHashCode()
|
||||
{
|
||||
return (_mind != null ? _mind.GetHashCode() : 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,7 +1,9 @@
|
||||
#nullable enable
|
||||
using System;
|
||||
using Content.Server.GameObjects.Components.ContainerExt;
|
||||
using Content.Server.Mobs;
|
||||
using Content.Server.Objectives.Interfaces;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Server.GameObjects.Components.Container;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
@@ -13,45 +15,79 @@ using Robust.Shared.Utility;
|
||||
|
||||
namespace Content.Server.Objectives.Conditions
|
||||
{
|
||||
[UsedImplicitly]
|
||||
public class StealCondition : IObjectiveCondition
|
||||
{
|
||||
public string PrototypeId { get; private set; } = default!;
|
||||
public int Amount { get; private set; }
|
||||
private Mind? _mind;
|
||||
private string _prototypeId = default!;
|
||||
private int _amount;
|
||||
|
||||
public IObjectiveCondition GetAssigned(Mind mind)
|
||||
{
|
||||
return new StealCondition
|
||||
{
|
||||
_mind = mind,
|
||||
_prototypeId = _prototypeId,
|
||||
_amount = _amount
|
||||
};
|
||||
}
|
||||
|
||||
public void ExposeData(ObjectSerializer serializer)
|
||||
{
|
||||
serializer.DataField(this, x => x.PrototypeId, "prototype", "");
|
||||
serializer.DataField(this, x => x.Amount, "amount", 1);
|
||||
serializer.DataField(ref _prototypeId, "prototype", "");
|
||||
serializer.DataField(ref _amount, "amount", 1);
|
||||
|
||||
if (Amount < 1)
|
||||
if (_amount < 1)
|
||||
{
|
||||
Logger.Error("StealCondition has an amount less than 1 ({0})", Amount);
|
||||
Logger.Error("StealCondition has an amount less than 1 ({0})", _amount);
|
||||
}
|
||||
}
|
||||
|
||||
private string PrototypeName =>
|
||||
IoCManager.Resolve<IPrototypeManager>().TryIndex<EntityPrototype>(PrototypeId, out var prototype)
|
||||
IoCManager.Resolve<IPrototypeManager>().TryIndex<EntityPrototype>(_prototypeId, out var prototype)
|
||||
? prototype.Name
|
||||
: "[CANNOT FIND NAME]";
|
||||
|
||||
public string GetTitle() => Loc.GetString("Steal {0} {1}", Amount > 1 ? $"{Amount}x" : "", Loc.GetString(PrototypeName));
|
||||
public string Title => Loc.GetString("Steal {0}{1}", _amount > 1 ? $"{_amount}x " : "", Loc.GetString(PrototypeName));
|
||||
|
||||
public string GetDescription() => Loc.GetString("We need you to steal {0}. Don't get caught.", Loc.GetString(PrototypeName));
|
||||
public string Description => Loc.GetString("We need you to steal {0}. Don't get caught.", Loc.GetString(PrototypeName));
|
||||
|
||||
public SpriteSpecifier GetIcon()
|
||||
public SpriteSpecifier Icon => new SpriteSpecifier.EntityPrototype(_prototypeId);
|
||||
|
||||
public float Progress
|
||||
{
|
||||
return new SpriteSpecifier.EntityPrototype(PrototypeId);
|
||||
get
|
||||
{
|
||||
if (_mind?.OwnedEntity == null) return 0f;
|
||||
if (!_mind.OwnedEntity.TryGetComponent<ContainerManagerComponent>(out var containerManagerComponent)) return 0f;
|
||||
|
||||
float count = containerManagerComponent.CountPrototypeOccurencesRecursive(_prototypeId);
|
||||
return count/_amount;
|
||||
}
|
||||
}
|
||||
|
||||
public float GetProgress(Mind? mind)
|
||||
{
|
||||
if (mind?.OwnedEntity == null) return 0f;
|
||||
if (!mind.OwnedEntity.TryGetComponent<ContainerManagerComponent>(out var containerManagerComponent)) return 0f;
|
||||
|
||||
float count = containerManagerComponent.CountPrototypeOccurencesRecursive(PrototypeId);
|
||||
return count/Amount;
|
||||
|
||||
public float Difficulty => 1f;
|
||||
|
||||
public bool Equals(IObjectiveCondition? other)
|
||||
{
|
||||
return other is StealCondition stealCondition &&
|
||||
Equals(_mind, stealCondition._mind) &&
|
||||
_prototypeId == stealCondition._prototypeId && _amount == stealCondition._amount;
|
||||
}
|
||||
|
||||
public float GetDifficulty() => 1f;
|
||||
public override bool Equals(object? obj)
|
||||
{
|
||||
if (ReferenceEquals(null, obj)) return false;
|
||||
if (ReferenceEquals(this, obj)) return true;
|
||||
if (obj.GetType() != GetType()) return false;
|
||||
return Equals((StealCondition) obj);
|
||||
}
|
||||
|
||||
public override int GetHashCode()
|
||||
{
|
||||
return HashCode.Combine(_mind, _prototypeId, _amount);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,35 +1,47 @@
|
||||
using Content.Server.Mobs;
|
||||
#nullable enable
|
||||
using System;
|
||||
using Content.Server.Mobs;
|
||||
using Robust.Shared.Interfaces.Serialization;
|
||||
using Robust.Shared.Serialization;
|
||||
using Robust.Shared.Utility;
|
||||
|
||||
namespace Content.Server.Objectives.Interfaces
|
||||
{
|
||||
public interface IObjectiveCondition : IExposeData
|
||||
public interface IObjectiveCondition : IExposeData, IEquatable<IObjectiveCondition>
|
||||
{
|
||||
/// <summary>
|
||||
/// Returns a copy of the IObjectiveCondition which is assigned to the mind.
|
||||
/// </summary>
|
||||
/// <param name="mind">Mind to assign to.</param>
|
||||
/// <returns>The new IObjectiveCondition.</returns>
|
||||
IObjectiveCondition GetAssigned(Mind mind);
|
||||
|
||||
/// <summary>
|
||||
/// Returns the title of the condition.
|
||||
/// </summary>
|
||||
string GetTitle();
|
||||
string Title { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Returns the description of the condition.
|
||||
/// </summary>
|
||||
string GetDescription();
|
||||
string Description { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Returns a SpriteSpecifier to be used as an icon for the condition.
|
||||
/// </summary>
|
||||
SpriteSpecifier GetIcon();
|
||||
SpriteSpecifier Icon { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Returns the current progress of the condition in %.
|
||||
/// Returns the current progress of the condition in % from 0 to 1.
|
||||
/// </summary>
|
||||
/// <returns>Current progress in %.</returns>
|
||||
float GetProgress(Mind mind);
|
||||
float Progress { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Returns a difficulty of the condition.
|
||||
/// </summary>
|
||||
float GetDifficulty();
|
||||
float Difficulty { get; }
|
||||
|
||||
void IExposeData.ExposeData(ObjectSerializer serializer){}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
using Content.Server.Mobs;
|
||||
using System.Collections.Generic;
|
||||
using Content.Server.Mobs;
|
||||
|
||||
namespace Content.Server.Objectives.Interfaces
|
||||
{
|
||||
@@ -7,11 +8,11 @@ namespace Content.Server.Objectives.Interfaces
|
||||
/// <summary>
|
||||
/// Returns all objectives the provided mind is valid for.
|
||||
/// </summary>
|
||||
ObjectivePrototype[] GetAllPossibleObjectives(Mind mind);
|
||||
IReadOnlyList<ObjectivePrototype> GetAllPossibleObjectives(Mind mind);
|
||||
|
||||
/// <summary>
|
||||
/// Returns a randomly picked (no pop) collection of objectives the provided mind is valid for.
|
||||
/// Returns a randomly picked objective the provided mind is valid for.
|
||||
/// </summary>
|
||||
ObjectivePrototype[] GetRandomObjectives(Mind mind, float maxDifficulty = 3f);
|
||||
ObjectivePrototype GetRandomObjective(Mind mind);
|
||||
}
|
||||
}
|
||||
|
||||
56
Content.Server/Objectives/Objective.cs
Normal file
56
Content.Server/Objectives/Objective.cs
Normal file
@@ -0,0 +1,56 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Content.Server.Mobs;
|
||||
using Content.Server.Objectives.Interfaces;
|
||||
using Robust.Shared.ViewVariables;
|
||||
|
||||
namespace Content.Server.Objectives
|
||||
{
|
||||
public class Objective : IEquatable<Objective>
|
||||
{
|
||||
[ViewVariables]
|
||||
public readonly Mind Mind;
|
||||
[ViewVariables]
|
||||
public readonly ObjectivePrototype Prototype;
|
||||
private readonly List<IObjectiveCondition> _conditions = new();
|
||||
[ViewVariables]
|
||||
public IReadOnlyList<IObjectiveCondition> Conditions => _conditions;
|
||||
|
||||
public Objective(ObjectivePrototype prototype, Mind mind)
|
||||
{
|
||||
Prototype = prototype;
|
||||
Mind = mind;
|
||||
foreach (var condition in prototype.Conditions)
|
||||
{
|
||||
_conditions.Add(condition.GetAssigned(mind));
|
||||
}
|
||||
}
|
||||
|
||||
public bool Equals(Objective other)
|
||||
{
|
||||
if (other is null) return false;
|
||||
if (ReferenceEquals(this, other)) return true;
|
||||
if (!Equals(Mind, other.Mind) || !Equals(Prototype, other.Prototype)) return false;
|
||||
if (_conditions.Count != other._conditions.Count) return false;
|
||||
for (var i = 0; i < _conditions.Count; i++)
|
||||
{
|
||||
if (!_conditions[i].Equals(other._conditions[i])) return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public override bool Equals(object obj)
|
||||
{
|
||||
if (ReferenceEquals(null, obj)) return false;
|
||||
if (ReferenceEquals(this, obj)) return true;
|
||||
if (obj.GetType() != GetType()) return false;
|
||||
return Equals((Objective) obj);
|
||||
}
|
||||
|
||||
public override int GetHashCode()
|
||||
{
|
||||
return HashCode.Combine(Mind, Prototype, _conditions);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -15,23 +15,24 @@ namespace Content.Server.Objectives
|
||||
[ViewVariables]
|
||||
public string ID { get; private set; }
|
||||
|
||||
[ViewVariables(VVAccess.ReadWrite)]
|
||||
[ViewVariables]
|
||||
public string Issuer { get; private set; }
|
||||
|
||||
[ViewVariables]
|
||||
public float Probability { get; private set; }
|
||||
|
||||
[ViewVariables]
|
||||
public IReadOnlyList<IObjectiveCondition> Conditions => _conditions;
|
||||
[ViewVariables]
|
||||
public IReadOnlyList<IObjectiveRequirement> Requirements => _requirements;
|
||||
|
||||
[ViewVariables]
|
||||
public float Difficulty => _difficultyOverride ?? _conditions.Sum(c => c.GetDifficulty());
|
||||
public float Difficulty => _difficultyOverride ?? _conditions.Sum(c => c.Difficulty);
|
||||
|
||||
private List<IObjectiveCondition> _conditions = new();
|
||||
private List<IObjectiveRequirement> _requirements = new();
|
||||
|
||||
[ViewVariables]
|
||||
public IReadOnlyList<IObjectiveCondition> Conditions => _conditions;
|
||||
|
||||
[ViewVariables]
|
||||
public bool CanBeDuplicateAssignment { get; private set; }
|
||||
|
||||
[ViewVariables(VVAccess.ReadWrite)]
|
||||
private float? _difficultyOverride = null;
|
||||
|
||||
@@ -42,6 +43,14 @@ namespace Content.Server.Objectives
|
||||
if (!requirement.CanBeAssigned(mind)) return false;
|
||||
}
|
||||
|
||||
if (!CanBeDuplicateAssignment)
|
||||
{
|
||||
foreach (var objective in mind.AllObjectives)
|
||||
{
|
||||
if (objective.Prototype.ID == ID) return false;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -52,9 +61,15 @@ namespace Content.Server.Objectives
|
||||
ser.DataField(this, x => x.ID, "id", string.Empty);
|
||||
ser.DataField(this, x => x.Issuer, "issuer", "Unknown");
|
||||
ser.DataField(this, x => x.Probability, "prob", 0.3f);
|
||||
ser.DataField(this, x => x._conditions, "conditions", new List<IObjectiveCondition>());
|
||||
ser.DataField(this, x => x._requirements, "requirements", new List<IObjectiveRequirement>());
|
||||
ser.DataField(this, x => x._difficultyOverride, "difficultyOverride", null);
|
||||
ser.DataField(ref _conditions, "conditions", new List<IObjectiveCondition>());
|
||||
ser.DataField(ref _requirements, "requirements", new List<IObjectiveRequirement>());
|
||||
ser.DataField(ref _difficultyOverride, "difficultyOverride", null);
|
||||
ser.DataField(this, x => x.CanBeDuplicateAssignment, "canBeDuplicate", false);
|
||||
}
|
||||
|
||||
public Objective GetObjective(Mind mind)
|
||||
{
|
||||
return new(this, mind);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
using System.Collections.Generic;
|
||||
#nullable enable
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Content.Server.Mobs;
|
||||
using Content.Server.Objectives.Interfaces;
|
||||
@@ -15,39 +16,24 @@ namespace Content.Server.Objectives
|
||||
[Dependency] private IPrototypeManager _prototypeManager = default!;
|
||||
[Dependency] private IRobustRandom _random = default!;
|
||||
|
||||
public ObjectivePrototype[] GetAllPossibleObjectives(Mind mind)
|
||||
public List<ObjectivePrototype> GetAllPossibleObjectives(Mind mind)
|
||||
{
|
||||
return _prototypeManager.EnumeratePrototypes<ObjectivePrototype>().Where(objectivePrototype => objectivePrototype.CanBeAssigned(mind)).ToArray();
|
||||
return _prototypeManager.EnumeratePrototypes<ObjectivePrototype>().Where(objectivePrototype => objectivePrototype.CanBeAssigned(mind)).ToList();
|
||||
}
|
||||
|
||||
public ObjectivePrototype[] GetRandomObjectives(Mind mind, float maxDifficulty = 3)
|
||||
public ObjectivePrototype? GetRandomObjective(Mind mind)
|
||||
{
|
||||
var objectives = GetAllPossibleObjectives(mind);
|
||||
_random.Shuffle(objectives);
|
||||
|
||||
//to prevent endless loops
|
||||
if(objectives.Length == 0 || objectives.Sum(o => o.Difficulty) == 0f) return objectives;
|
||||
|
||||
var result = new List<ObjectivePrototype>();
|
||||
var currentDifficulty = 0f;
|
||||
_random.Shuffle(objectives);
|
||||
while (currentDifficulty < maxDifficulty)
|
||||
foreach (var objective in objectives)
|
||||
{
|
||||
foreach (var objective in objectives)
|
||||
{
|
||||
if (!_random.Prob(objective.Probability)) continue;
|
||||
|
||||
result.Add(objective);
|
||||
currentDifficulty += objective.Difficulty;
|
||||
if (currentDifficulty >= maxDifficulty) break;
|
||||
}
|
||||
if (!_random.Prob(objective.Probability)) continue;
|
||||
return objective;
|
||||
}
|
||||
|
||||
if (currentDifficulty > maxDifficulty) //will almost always happen
|
||||
{
|
||||
result.Pop();
|
||||
}
|
||||
|
||||
return result.ToArray();
|
||||
return null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,32 @@
|
||||
using System.Collections.Generic;
|
||||
using Content.Server.Mobs;
|
||||
using Content.Server.Objectives.Interfaces;
|
||||
using Robust.Shared.Serialization;
|
||||
|
||||
namespace Content.Server.Objectives.Requirements
|
||||
{
|
||||
public class IncompatibleConditionsRequirement : IObjectiveRequirement
|
||||
{
|
||||
private List<string> _incompatibleConditions = new();
|
||||
public void ExposeData(ObjectSerializer serializer)
|
||||
{
|
||||
serializer.DataField(this, x=>x._incompatibleConditions, "conditions", new List<string>());
|
||||
}
|
||||
|
||||
public bool CanBeAssigned(Mind mind)
|
||||
{
|
||||
foreach (var objective in mind.AllObjectives)
|
||||
{
|
||||
foreach (var condition in objective.Conditions)
|
||||
{
|
||||
foreach (var incompatibleCondition in _incompatibleConditions)
|
||||
{
|
||||
if (incompatibleCondition == condition.GetType().Name) return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,29 @@
|
||||
using System.Collections.Generic;
|
||||
using Content.Server.Mobs;
|
||||
using Content.Server.Objectives.Interfaces;
|
||||
using Robust.Shared.Serialization;
|
||||
|
||||
namespace Content.Server.Objectives.Requirements
|
||||
{
|
||||
public class IncompatibleObjectivesRequirement : IObjectiveRequirement
|
||||
{
|
||||
private List<string> _incompatibleObjectives = new();
|
||||
public void ExposeData(ObjectSerializer serializer)
|
||||
{
|
||||
serializer.DataField(this, x=>x._incompatibleObjectives, "objectives", new List<string>());
|
||||
}
|
||||
|
||||
public bool CanBeAssigned(Mind mind)
|
||||
{
|
||||
foreach (var objective in mind.AllObjectives)
|
||||
{
|
||||
foreach (var incompatibleObjective in _incompatibleObjectives)
|
||||
{
|
||||
if (incompatibleObjective == objective.Prototype.ID) return false;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,17 +1,19 @@
|
||||
using Content.Server.Mobs;
|
||||
using Content.Server.Mobs.Roles.Suspicion;
|
||||
using Content.Server.Mobs.Roles.Traitor;
|
||||
using Content.Server.Objectives.Interfaces;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Shared.Serialization;
|
||||
|
||||
namespace Content.Server.Objectives.Requirements
|
||||
{
|
||||
public class SuspicionTraitorRequirement : IObjectiveRequirement
|
||||
[UsedImplicitly]
|
||||
public class TraitorRequirement : IObjectiveRequirement
|
||||
{
|
||||
public void ExposeData(ObjectSerializer serializer){}
|
||||
|
||||
public bool CanBeAssigned(Mind mind)
|
||||
{
|
||||
return mind.HasRole<SuspicionTraitorRole>();
|
||||
return mind.HasRole<TraitorRole>();
|
||||
}
|
||||
}
|
||||
}
|
||||
25
Content.Server/Prototypes/DatasetPrototype.cs
Normal file
25
Content.Server/Prototypes/DatasetPrototype.cs
Normal file
@@ -0,0 +1,25 @@
|
||||
using System.Collections.Generic;
|
||||
using Robust.Shared.Prototypes;
|
||||
using Robust.Shared.Serialization;
|
||||
using YamlDotNet.RepresentationModel;
|
||||
|
||||
namespace Content.Server.Prototypes
|
||||
{
|
||||
[Prototype("dataset")]
|
||||
public class DatasetPrototype : IPrototype, IIndexedPrototype
|
||||
{
|
||||
private string _id;
|
||||
public string ID => _id;
|
||||
|
||||
private List<string> _values;
|
||||
public IReadOnlyList<string> Values => _values;
|
||||
|
||||
public void LoadFrom(YamlMappingNode mapping)
|
||||
{
|
||||
var ser = YamlObjectSerializer.NewReader(mapping);
|
||||
|
||||
ser.DataField(ref _id, "id", "");
|
||||
ser.DataField(ref _values, "values", new List<string>());
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -55,21 +55,50 @@ namespace Content.Shared
|
||||
public static readonly CVarDef<bool>
|
||||
GamePersistGuests = CVarDef.Create("game.persistguests", true, CVar.ARCHIVE | CVar.SERVERONLY);
|
||||
|
||||
public static readonly CVarDef<int> GameSuspicionMinPlayers =
|
||||
CVarDef.Create("game.suspicion_min_players", 5);
|
||||
|
||||
public static readonly CVarDef<int> GameSuspicionMinTraitors =
|
||||
CVarDef.Create("game.suspicion_min_traitors", 2);
|
||||
|
||||
public static readonly CVarDef<int> GameSuspicionPlayersPerTraitor =
|
||||
CVarDef.Create("game.suspicion_players_per_traitor", 5);
|
||||
|
||||
public static readonly CVarDef<int> GameSuspicionStartingBalance =
|
||||
CVarDef.Create("game.suspicion_starting_balance", 20);
|
||||
|
||||
public static readonly CVarDef<bool> GameDiagonalMovement =
|
||||
CVarDef.Create("game.diagonalmovement", true, CVar.ARCHIVE);
|
||||
|
||||
/*
|
||||
* Suspicion
|
||||
*/
|
||||
|
||||
public static readonly CVarDef<int> SuspicionMinPlayers =
|
||||
CVarDef.Create("suspicion.min_players", 5);
|
||||
|
||||
public static readonly CVarDef<int> SuspicionMinTraitors =
|
||||
CVarDef.Create("suspicion.min_traitors", 2);
|
||||
|
||||
public static readonly CVarDef<int> SuspicionPlayersPerTraitor =
|
||||
CVarDef.Create("suspicion.players_per_traitor", 5);
|
||||
|
||||
public static readonly CVarDef<int> SuspicionStartingBalance =
|
||||
CVarDef.Create("suspicion.starting_balance", 20);
|
||||
|
||||
/*
|
||||
* Traitor
|
||||
*/
|
||||
|
||||
public static readonly CVarDef<int> TraitorMinPlayers =
|
||||
CVarDef.Create("traitor.min_players", 5);
|
||||
|
||||
public static readonly CVarDef<int> TraitorMaxTraitors =
|
||||
CVarDef.Create("traitor.max_traitors", 4);
|
||||
|
||||
public static readonly CVarDef<int> TraitorPlayersPerTraitor =
|
||||
CVarDef.Create("traitor.players_per_traitor", 5);
|
||||
|
||||
public static readonly CVarDef<int> TraitorCodewordCount =
|
||||
CVarDef.Create("traitor.codeword_count", 4);
|
||||
|
||||
public static readonly CVarDef<int> TraitorStartingBalance =
|
||||
CVarDef.Create("traitor.starting_balance", 20);
|
||||
|
||||
public static readonly CVarDef<int> TraitorMaxDifficulty =
|
||||
CVarDef.Create("traitor.max_difficulty", 4);
|
||||
|
||||
public static readonly CVarDef<int> TraitorMaxPicks =
|
||||
CVarDef.Create("traitor.max_picks", 20);
|
||||
|
||||
/*
|
||||
* Console
|
||||
*/
|
||||
|
||||
@@ -322,7 +322,6 @@ namespace Content.Shared.GameTicking
|
||||
|
||||
AllPlayersEndInfo.Add(readPlayerData);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public override void WriteToBuffer(NetOutgoingMessage buffer)
|
||||
|
||||
400
Resources/Prototypes/Datasets/adjectives.yml
Normal file
400
Resources/Prototypes/Datasets/adjectives.yml
Normal file
@@ -0,0 +1,400 @@
|
||||
- type: dataset
|
||||
id: adjectives
|
||||
values:
|
||||
- adorable
|
||||
- adventurous
|
||||
- aggressive
|
||||
- alert
|
||||
- attractive
|
||||
- average
|
||||
- beautiful
|
||||
- blue-eyed
|
||||
- bloody
|
||||
- blushing
|
||||
- bright
|
||||
- clean
|
||||
- clear
|
||||
- cloudy
|
||||
- colorful
|
||||
- crowded
|
||||
- cute
|
||||
- dark
|
||||
- drab
|
||||
- distinct
|
||||
- dull
|
||||
- elegant
|
||||
- excited
|
||||
- fancy
|
||||
- filthy
|
||||
- glamorous
|
||||
- gleaming
|
||||
- gorgeous
|
||||
- graceful
|
||||
- grotesque
|
||||
- handsome
|
||||
- homely
|
||||
- light
|
||||
- long
|
||||
- magnificent
|
||||
- misty
|
||||
- motionless
|
||||
- muddy
|
||||
- old-fashioned
|
||||
- plain
|
||||
- poised
|
||||
- precious
|
||||
- quaint
|
||||
- shiny
|
||||
- smoggy
|
||||
- sparkling
|
||||
- spotless
|
||||
- stormy
|
||||
- strange
|
||||
- ugly
|
||||
- ugliest
|
||||
- unsightly
|
||||
- unusual
|
||||
- wide-eyed
|
||||
- alive
|
||||
- annoying
|
||||
- bad
|
||||
- better
|
||||
- beautiful
|
||||
- brainy
|
||||
- breakable
|
||||
- busy
|
||||
- careful
|
||||
- cautious
|
||||
- clever
|
||||
- clumsy
|
||||
- concerned
|
||||
- crazy
|
||||
- curious
|
||||
- dead
|
||||
- different
|
||||
- difficult
|
||||
- doubtful
|
||||
- easy
|
||||
- expensive
|
||||
- famous
|
||||
- fragile
|
||||
- frail
|
||||
- gifted
|
||||
- helpful
|
||||
- helpless
|
||||
- horrible
|
||||
- important
|
||||
- impossible
|
||||
- inexpensive
|
||||
- innocent
|
||||
- inquisitive
|
||||
- modern
|
||||
- mushy
|
||||
- odd
|
||||
- open
|
||||
- outstanding
|
||||
- poor
|
||||
- powerful
|
||||
- prickly
|
||||
- puzzled
|
||||
- real
|
||||
- rich
|
||||
- shy
|
||||
- sleepy
|
||||
- stupid
|
||||
- super
|
||||
- talented
|
||||
- tame
|
||||
- tender
|
||||
- tough
|
||||
- uninterested
|
||||
- vast
|
||||
- wandering
|
||||
- wild
|
||||
- wrong
|
||||
- angry
|
||||
- annoyed
|
||||
- anxious
|
||||
- arrogant
|
||||
- ashamed
|
||||
- awful
|
||||
- bad
|
||||
- bewildered
|
||||
- black
|
||||
- blue
|
||||
- bored
|
||||
- clumsy
|
||||
- combative
|
||||
- condemned
|
||||
- confused
|
||||
- crazy,flipped-out
|
||||
- creepy
|
||||
- cruel
|
||||
- dangerous
|
||||
- defeated
|
||||
- defiant
|
||||
- depressed
|
||||
- disgusted
|
||||
- disturbed
|
||||
- dizzy
|
||||
- dull
|
||||
- embarrassed
|
||||
- envious
|
||||
- evil
|
||||
- fierce
|
||||
- foolish
|
||||
- frantic
|
||||
- frightened
|
||||
- grieving
|
||||
- grumpy
|
||||
- helpless
|
||||
- homeless
|
||||
- hungry
|
||||
- hurt
|
||||
- ill
|
||||
- itchy
|
||||
- jealous
|
||||
- jittery
|
||||
- lazy
|
||||
- lonely
|
||||
- mysterious
|
||||
- nasty
|
||||
- naughty
|
||||
- nervous
|
||||
- nutty
|
||||
- obnoxious
|
||||
- outrageous
|
||||
- panicky
|
||||
- repulsive
|
||||
- scary
|
||||
- selfish
|
||||
- sore
|
||||
- tense
|
||||
- terrible
|
||||
- testy
|
||||
- thoughtless
|
||||
- tired
|
||||
- troubled
|
||||
- upset
|
||||
- uptight
|
||||
- weary
|
||||
- wicked
|
||||
- worried
|
||||
- agreeable
|
||||
- amused
|
||||
- brave
|
||||
- calm
|
||||
- charming
|
||||
- cheerful
|
||||
- comfortable
|
||||
- cooperative
|
||||
- courageous
|
||||
- delightful
|
||||
- determined
|
||||
- eager
|
||||
- elated
|
||||
- enchanting
|
||||
- encouraging
|
||||
- energetic
|
||||
- enthusiastic
|
||||
- excited
|
||||
- exuberant
|
||||
- fair
|
||||
- faithful
|
||||
- fantastic
|
||||
- fine
|
||||
- friendly
|
||||
- funny
|
||||
- gentle
|
||||
- glorious
|
||||
- good
|
||||
- happy
|
||||
- healthy
|
||||
- helpful
|
||||
- hilarious
|
||||
- jolly
|
||||
- joyous
|
||||
- kind
|
||||
- lively
|
||||
- lovely
|
||||
- lucky
|
||||
- nice
|
||||
- obedient
|
||||
- perfect
|
||||
- pleasant
|
||||
- proud
|
||||
- relieved
|
||||
- silly
|
||||
- smiling
|
||||
- splendid
|
||||
- successful
|
||||
- thankful
|
||||
- thoughtful
|
||||
- victorious
|
||||
- vivacious
|
||||
- witty
|
||||
- wonderful
|
||||
- zealous
|
||||
- zany
|
||||
- broad
|
||||
- chubby
|
||||
- crooked
|
||||
- curved
|
||||
- deep
|
||||
- flat
|
||||
- high
|
||||
- hollow
|
||||
- low
|
||||
- narrow
|
||||
- round
|
||||
- shallow
|
||||
- skinny
|
||||
- square
|
||||
- steep
|
||||
- straight
|
||||
- wide
|
||||
- big
|
||||
- colossal
|
||||
- fat
|
||||
- gigantic
|
||||
- great
|
||||
- huge
|
||||
- immense
|
||||
- large
|
||||
- little
|
||||
- mammoth
|
||||
- massive
|
||||
- miniature
|
||||
- petite
|
||||
- puny
|
||||
- scrawny
|
||||
- short
|
||||
- small
|
||||
- tall
|
||||
- teeny
|
||||
- teeny-tiny
|
||||
- tiny
|
||||
- cooing
|
||||
- deafening
|
||||
- faint
|
||||
- harsh
|
||||
- high-pitched
|
||||
- hissing
|
||||
- hushed
|
||||
- husky
|
||||
- loud
|
||||
- melodic
|
||||
- moaning
|
||||
- mute
|
||||
- noisy
|
||||
- purring
|
||||
- quiet
|
||||
- raspy
|
||||
- resonant
|
||||
- screeching
|
||||
- shrill
|
||||
- silent
|
||||
- soft
|
||||
- squealing
|
||||
- thundering
|
||||
- voiceless
|
||||
- whispering
|
||||
- ancient
|
||||
- brief
|
||||
- early
|
||||
- fast
|
||||
- late
|
||||
- long
|
||||
- modern
|
||||
- old
|
||||
- old-fashioned
|
||||
- quick
|
||||
- rapid
|
||||
- short
|
||||
- slow
|
||||
- swift
|
||||
- young
|
||||
- Taste/Touch
|
||||
- bitter
|
||||
- delicious
|
||||
- fresh
|
||||
- juicy
|
||||
- ripe
|
||||
- rotten
|
||||
- salty
|
||||
- sour
|
||||
- spicy
|
||||
- stale
|
||||
- sticky
|
||||
- strong
|
||||
- sweet
|
||||
- tart
|
||||
- tasteless
|
||||
- tasty
|
||||
- thirsty
|
||||
- fluttering
|
||||
- fuzzy
|
||||
- greasy
|
||||
- grubby
|
||||
- hard
|
||||
- hot
|
||||
- icy
|
||||
- loose
|
||||
- melted
|
||||
- nutritious
|
||||
- plastic
|
||||
- prickly
|
||||
- rainy
|
||||
- rough
|
||||
- scattered
|
||||
- shaggy
|
||||
- shaky
|
||||
- sharp
|
||||
- shivering
|
||||
- silky
|
||||
- slimy
|
||||
- slippery
|
||||
- smooth
|
||||
- soft
|
||||
- solid
|
||||
- steady
|
||||
- sticky
|
||||
- tender
|
||||
- tight
|
||||
- uneven
|
||||
- weak
|
||||
- wet
|
||||
- wooden
|
||||
- yummy
|
||||
- boiling
|
||||
- breezy
|
||||
- broken
|
||||
- bumpy
|
||||
- chilly
|
||||
- cold
|
||||
- cool
|
||||
- creepy
|
||||
- crooked
|
||||
- cuddly
|
||||
- curly
|
||||
- damaged
|
||||
- damp
|
||||
- dirty
|
||||
- dry
|
||||
- dusty
|
||||
- filthy
|
||||
- flaky
|
||||
- fluffy
|
||||
- freezing
|
||||
- hot
|
||||
- warm
|
||||
- wet
|
||||
- abundant
|
||||
- empty
|
||||
- few
|
||||
- heavy
|
||||
- light
|
||||
- many
|
||||
- numerous
|
||||
- substantial
|
||||
- capitalist
|
||||
637
Resources/Prototypes/Datasets/verbs.yml
Normal file
637
Resources/Prototypes/Datasets/verbs.yml
Normal file
@@ -0,0 +1,637 @@
|
||||
- type: dataset
|
||||
id: verbs
|
||||
values:
|
||||
- accept
|
||||
- add
|
||||
- admire
|
||||
- admit
|
||||
- advise
|
||||
- afford
|
||||
- agree
|
||||
- alert
|
||||
- allow
|
||||
- amuse
|
||||
- analyse
|
||||
- announce
|
||||
- annoy
|
||||
- answer
|
||||
- apologise
|
||||
- appear
|
||||
- applaud
|
||||
- appreciate
|
||||
- approve
|
||||
- argue
|
||||
- arrange
|
||||
- arrest
|
||||
- arrive
|
||||
- ask
|
||||
- attach
|
||||
- attack
|
||||
- attempt
|
||||
- attend
|
||||
- attract
|
||||
- avoid
|
||||
- back
|
||||
- bake
|
||||
- balance
|
||||
- ban
|
||||
- bang
|
||||
- bare
|
||||
- bat
|
||||
- bathe
|
||||
- battle
|
||||
- beam
|
||||
- beg
|
||||
- behave
|
||||
- belong
|
||||
- bleach
|
||||
- bless
|
||||
- blind
|
||||
- blink
|
||||
- blot
|
||||
- blush
|
||||
- boast
|
||||
- boil
|
||||
- bolt
|
||||
- bomb
|
||||
- book
|
||||
- bore
|
||||
- borrow
|
||||
- bounce
|
||||
- bow
|
||||
- box
|
||||
- brake
|
||||
- brake
|
||||
- branch
|
||||
- breathe
|
||||
- bruise
|
||||
- brush
|
||||
- bubble
|
||||
- bump
|
||||
- burn
|
||||
- bury
|
||||
- buzz
|
||||
- calculate
|
||||
- call
|
||||
- camp
|
||||
- care
|
||||
- carry
|
||||
- carve
|
||||
- cause
|
||||
- challenge
|
||||
- change
|
||||
- charge
|
||||
- chase
|
||||
- cheat
|
||||
- check
|
||||
- cheer
|
||||
- chew
|
||||
- choke
|
||||
- chop
|
||||
- claim
|
||||
- clap
|
||||
- clean
|
||||
- clear
|
||||
- clip
|
||||
- close
|
||||
- coach
|
||||
- coil
|
||||
- collect
|
||||
- colour
|
||||
- comb
|
||||
- command
|
||||
- communicate
|
||||
- compare
|
||||
- compete
|
||||
- complain
|
||||
- complete
|
||||
- concentrate
|
||||
- concern
|
||||
- confess
|
||||
- confuse
|
||||
- connect
|
||||
- consider
|
||||
- consist
|
||||
- contain
|
||||
- continue
|
||||
- copy
|
||||
- correct
|
||||
- cough
|
||||
- count
|
||||
- cover
|
||||
- crack
|
||||
- crash
|
||||
- crawl
|
||||
- cross
|
||||
- crush
|
||||
- cry
|
||||
- cure
|
||||
- curl
|
||||
- curve
|
||||
- cycle
|
||||
- dam
|
||||
- damage
|
||||
- dance
|
||||
- dare
|
||||
- decay
|
||||
- deceive
|
||||
- decide
|
||||
- decorate
|
||||
- delay
|
||||
- delight
|
||||
- deliver
|
||||
- depend
|
||||
- describe
|
||||
- desert
|
||||
- deserve
|
||||
- destroy
|
||||
- detect
|
||||
- develop
|
||||
- disagree
|
||||
- disappear
|
||||
- disapprove
|
||||
- disarm
|
||||
- discover
|
||||
- dislike
|
||||
- divide
|
||||
- double
|
||||
- doubt
|
||||
- drag
|
||||
- drain
|
||||
- dream
|
||||
- dress
|
||||
- drip
|
||||
- drop
|
||||
- drown
|
||||
- drum
|
||||
- dry
|
||||
- dust
|
||||
- earn
|
||||
- educate
|
||||
- embarrass
|
||||
- employ
|
||||
- empty
|
||||
- encourage
|
||||
- end
|
||||
- enjoy
|
||||
- enter
|
||||
- entertain
|
||||
- escape
|
||||
- examine
|
||||
- excite
|
||||
- excuse
|
||||
- exercise
|
||||
- exist
|
||||
- expand
|
||||
- expect
|
||||
- explain
|
||||
- explode
|
||||
- extend
|
||||
- face
|
||||
- fade
|
||||
- fail
|
||||
- fancy
|
||||
- fasten
|
||||
- fax
|
||||
- fear
|
||||
- fence
|
||||
- fetch
|
||||
- file
|
||||
- fill
|
||||
- film
|
||||
- fire
|
||||
- fit
|
||||
- fix
|
||||
- flap
|
||||
- flash
|
||||
- float
|
||||
- flood
|
||||
- flow
|
||||
- flower
|
||||
- fold
|
||||
- follow
|
||||
- fool
|
||||
- force
|
||||
- form
|
||||
- found
|
||||
- frame
|
||||
- frighten
|
||||
- fry
|
||||
- gather
|
||||
- gaze
|
||||
- glow
|
||||
- glue
|
||||
- grab
|
||||
- grate
|
||||
- grease
|
||||
- greet
|
||||
- grin
|
||||
- grip
|
||||
- groan
|
||||
- guarantee
|
||||
- guard
|
||||
- guess
|
||||
- guide
|
||||
- hammer
|
||||
- hand
|
||||
- handle
|
||||
- hang
|
||||
- happen
|
||||
- harass
|
||||
- harm
|
||||
- hate
|
||||
- haunt
|
||||
- head
|
||||
- heal
|
||||
- heap
|
||||
- heat
|
||||
- help
|
||||
- hook
|
||||
- hop
|
||||
- hope
|
||||
- hover
|
||||
- hug
|
||||
- hum
|
||||
- hunt
|
||||
- hurry
|
||||
- identify
|
||||
- ignore
|
||||
- imagine
|
||||
- impress
|
||||
- improve
|
||||
- include
|
||||
- increase
|
||||
- influence
|
||||
- inform
|
||||
- inject
|
||||
- injure
|
||||
- instruct
|
||||
- intend
|
||||
- interest
|
||||
- interfere
|
||||
- interrupt
|
||||
- introduce
|
||||
- invent
|
||||
- invite
|
||||
- irritate
|
||||
- itch
|
||||
- jail
|
||||
- jam
|
||||
- jog
|
||||
- join
|
||||
- joke
|
||||
- judge
|
||||
- juggle
|
||||
- jump
|
||||
- kick
|
||||
- kill
|
||||
- kiss
|
||||
- kneel
|
||||
- knit
|
||||
- knock
|
||||
- knot
|
||||
- label
|
||||
- land
|
||||
- last
|
||||
- laugh
|
||||
- launch
|
||||
- learn
|
||||
- level
|
||||
- license
|
||||
- lick
|
||||
- lie
|
||||
- lighten
|
||||
- like
|
||||
- list
|
||||
- listen
|
||||
- live
|
||||
- load
|
||||
- lock
|
||||
- long
|
||||
- look
|
||||
- love
|
||||
- man
|
||||
- manage
|
||||
- march
|
||||
- mark
|
||||
- marry
|
||||
- match
|
||||
- mate
|
||||
- matter
|
||||
- measure
|
||||
- meddle
|
||||
- melt
|
||||
- memorise
|
||||
- mend
|
||||
- messup
|
||||
- milk
|
||||
- mine
|
||||
- miss
|
||||
- mix
|
||||
- moan
|
||||
- moor
|
||||
- mourn
|
||||
- move
|
||||
- muddle
|
||||
- mug
|
||||
- multiply
|
||||
- murder
|
||||
- nail
|
||||
- name
|
||||
- need
|
||||
- nest
|
||||
- nod
|
||||
- note
|
||||
- notice
|
||||
- number
|
||||
- obey
|
||||
- object
|
||||
- observe
|
||||
- obtain
|
||||
- occur
|
||||
- offend
|
||||
- offer
|
||||
- open
|
||||
- order
|
||||
- overflow
|
||||
- owe
|
||||
- own
|
||||
- pack
|
||||
- paddle
|
||||
- paint
|
||||
- park
|
||||
- part
|
||||
- pass
|
||||
- paste
|
||||
- pat
|
||||
- pause
|
||||
- peck
|
||||
- pedal
|
||||
- peel
|
||||
- peep
|
||||
- perform
|
||||
- permit
|
||||
- phone
|
||||
- pick
|
||||
- pinch
|
||||
- pine
|
||||
- place
|
||||
- plan
|
||||
- plant
|
||||
- play
|
||||
- please
|
||||
- plug
|
||||
- point
|
||||
- poke
|
||||
- polish
|
||||
- pop
|
||||
- possess
|
||||
- post
|
||||
- pour
|
||||
- practise
|
||||
- pray
|
||||
- preach
|
||||
- precede
|
||||
- prefer
|
||||
- prepare
|
||||
- present
|
||||
- preserve
|
||||
- press
|
||||
- pretend
|
||||
- prevent
|
||||
- prick
|
||||
- print
|
||||
- produce
|
||||
- program
|
||||
- promise
|
||||
- protect
|
||||
- provide
|
||||
- pull
|
||||
- pump
|
||||
- punch
|
||||
- puncture
|
||||
- punish
|
||||
- push
|
||||
- question
|
||||
- queue
|
||||
- race
|
||||
- radiate
|
||||
- rain
|
||||
- raise
|
||||
- reach
|
||||
- realise
|
||||
- receive
|
||||
- recognise
|
||||
- record
|
||||
- reduce
|
||||
- reflect
|
||||
- refuse
|
||||
- regret
|
||||
- reign
|
||||
- reject
|
||||
- rejoice
|
||||
- relax
|
||||
- release
|
||||
- rely
|
||||
- remain
|
||||
- remember
|
||||
- remind
|
||||
- remove
|
||||
- repair
|
||||
- repeat
|
||||
- replace
|
||||
- reply
|
||||
- report
|
||||
- reproduce
|
||||
- request
|
||||
- rescue
|
||||
- retire
|
||||
- return
|
||||
- rhyme
|
||||
- rinse
|
||||
- risk
|
||||
- rob
|
||||
- rock
|
||||
- roll
|
||||
- rot
|
||||
- rub
|
||||
- ruin
|
||||
- rule
|
||||
- rush
|
||||
- sack
|
||||
- sail
|
||||
- satisfy
|
||||
- save
|
||||
- saw
|
||||
- scare
|
||||
- scatter
|
||||
- scold
|
||||
- scorch
|
||||
- scrape
|
||||
- scratch
|
||||
- scream
|
||||
- screw
|
||||
- scribble
|
||||
- scrub
|
||||
- seal
|
||||
- search
|
||||
- separate
|
||||
- serve
|
||||
- settle
|
||||
- shade
|
||||
- share
|
||||
- shave
|
||||
- shelter
|
||||
- shiver
|
||||
- shock
|
||||
- shop
|
||||
- shriek
|
||||
- shrug
|
||||
- sigh
|
||||
- sign
|
||||
- signal
|
||||
- sin
|
||||
- sip
|
||||
- ski
|
||||
- skip
|
||||
- slap
|
||||
- slip
|
||||
- slow
|
||||
- smash
|
||||
- smell
|
||||
- smile
|
||||
- smoke
|
||||
- snatch
|
||||
- sneeze
|
||||
- sniff
|
||||
- snore
|
||||
- snow
|
||||
- soak
|
||||
- soothe
|
||||
- sound
|
||||
- spare
|
||||
- spark
|
||||
- sparkle
|
||||
- spell
|
||||
- spill
|
||||
- spoil
|
||||
- spot
|
||||
- spray
|
||||
- sprout
|
||||
- squash
|
||||
- squeak
|
||||
- squeal
|
||||
- squeeze
|
||||
- stain
|
||||
- stamp
|
||||
- stare
|
||||
- start
|
||||
- stay
|
||||
- steer
|
||||
- step
|
||||
- stir
|
||||
- stitch
|
||||
- stop
|
||||
- store
|
||||
- strap
|
||||
- strengthen
|
||||
- stretch
|
||||
- strip
|
||||
- stroke
|
||||
- stuff
|
||||
- subtract
|
||||
- succeed
|
||||
- suck
|
||||
- suffer
|
||||
- suggest
|
||||
- suit
|
||||
- supply
|
||||
- support
|
||||
- suppose
|
||||
- surprise
|
||||
- surround
|
||||
- suspect
|
||||
- suspend
|
||||
- switch
|
||||
- talk
|
||||
- tame
|
||||
- tap
|
||||
- taste
|
||||
- tease
|
||||
- telephone
|
||||
- tempt
|
||||
- terrify
|
||||
- test
|
||||
- thank
|
||||
- thaw
|
||||
- tick
|
||||
- tickle
|
||||
- tie
|
||||
- time
|
||||
- tip
|
||||
- tire
|
||||
- touch
|
||||
- tour
|
||||
- tow
|
||||
- trace
|
||||
- trade
|
||||
- train
|
||||
- transport
|
||||
- trap
|
||||
- travel
|
||||
- treat
|
||||
- tremble
|
||||
- trick
|
||||
- trip
|
||||
- trot
|
||||
- trouble
|
||||
- trust
|
||||
- try
|
||||
- tug
|
||||
- tumble
|
||||
- turn
|
||||
- twist
|
||||
- type
|
||||
- undress
|
||||
- unfasten
|
||||
- unite
|
||||
- unlock
|
||||
- unpack
|
||||
- untidy
|
||||
- use
|
||||
- vanish
|
||||
- visit
|
||||
- wail
|
||||
- wait
|
||||
- walk
|
||||
- wander
|
||||
- want
|
||||
- warm
|
||||
- warn
|
||||
- wash
|
||||
- waste
|
||||
- watch
|
||||
- water
|
||||
- wave
|
||||
- weigh
|
||||
- welcome
|
||||
- whine
|
||||
- whip
|
||||
- whirl
|
||||
- whisper
|
||||
- whistle
|
||||
- wink
|
||||
- wipe
|
||||
- wish
|
||||
- wobble
|
||||
- wonder
|
||||
- work
|
||||
- worry
|
||||
- wrap
|
||||
- wreck
|
||||
- wrestle
|
||||
- wriggle
|
||||
- yawn
|
||||
- yell
|
||||
- zip
|
||||
- zoom
|
||||
@@ -1,9 +1,42 @@
|
||||
- type: objective
|
||||
id: SoapDeluxeStealObjective
|
||||
prob: 0.3
|
||||
id: CaptainIDStealObjective
|
||||
issuer: The Syndicate
|
||||
requirements:
|
||||
- !type:SuspicionTraitorRequirement {}
|
||||
- !type:TraitorRequirement {}
|
||||
- !type:IncompatibleConditionsRequirement
|
||||
conditions:
|
||||
- DieCondition
|
||||
conditions:
|
||||
- !type:StealCondition
|
||||
prototype: SoapDeluxe
|
||||
prototype: CaptainIDCard
|
||||
|
||||
- type: objective
|
||||
id: KillRandomObjective
|
||||
issuer: The Syndicate
|
||||
requirements:
|
||||
- !type:TraitorRequirement {}
|
||||
conditions:
|
||||
- !type:KillRandomPersonCondition {}
|
||||
canBeDuplicate: true
|
||||
|
||||
- type: objective
|
||||
id: StayAliveObjective
|
||||
issuer: The Syndicate
|
||||
requirements:
|
||||
- !type:TraitorRequirement {}
|
||||
- !type:IncompatibleConditionsRequirement
|
||||
conditions:
|
||||
- DieCondition
|
||||
conditions:
|
||||
- !type:StayAliveCondition {}
|
||||
|
||||
- type: objective
|
||||
id: DieObjective
|
||||
issuer: The Syndicate
|
||||
requirements:
|
||||
- !type:TraitorRequirement {}
|
||||
- !type:IncompatibleConditionsRequirement
|
||||
conditions:
|
||||
- StayAliveCondition
|
||||
conditions:
|
||||
- !type:DieCondition {}
|
||||
|
||||
Reference in New Issue
Block a user