Nukie win conditions (#10220)

Co-authored-by: Kara <lunarautomaton6@gmail.com>
This commit is contained in:
Flipp Syder
2022-09-13 19:42:19 -07:00
committed by GitHub
parent 053c70d8d5
commit ffbd0085bc
5 changed files with 334 additions and 40 deletions

View File

@@ -1,7 +1,6 @@
using System.Linq; using System.Linq;
using Content.Server.CharacterAppearance.Components; using Content.Server.CharacterAppearance.Components;
using Content.Server.Chat.Managers; using Content.Server.Chat.Managers;
using Content.Server.GameTicking.Rules.Components;
using Content.Server.GameTicking.Rules.Configurations; using Content.Server.GameTicking.Rules.Configurations;
using Content.Server.Ghost.Roles.Components; using Content.Server.Ghost.Roles.Components;
using Content.Server.Ghost.Roles.Events; using Content.Server.Ghost.Roles.Events;
@@ -24,10 +23,16 @@ using Robust.Shared.Utility;
using Content.Server.Traitor; using Content.Server.Traitor;
using Content.Shared.MobState.Components; using Content.Shared.MobState.Components;
using System.Data; using System.Data;
using Content.Server.GameTicking.Rules.Components;
using Content.Server.Station.Components;
using Content.Shared.Chat;
using Content.Shared.Nuke;
using Robust.Server.GameObjects;
using Content.Server.NPC.Components; using Content.Server.NPC.Components;
using Content.Server.NPC.Systems; using Content.Server.NPC.Systems;
using Content.Server.Traitor.Uplink; using Content.Server.Traitor.Uplink;
using Robust.Shared.Audio; using Robust.Shared.Audio;
using Robust.Shared.Configuration;
using Robust.Shared.Player; using Robust.Shared.Player;
namespace Content.Server.GameTicking.Rules; namespace Content.Server.GameTicking.Rules;
@@ -36,19 +41,67 @@ public sealed class NukeopsRuleSystem : GameRuleSystem
{ {
[Dependency] private readonly IPrototypeManager _prototypeManager = default!; [Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IRobustRandom _random = default!; [Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly IConfigurationManager _cfg = default!;
[Dependency] private readonly IChatManager _chatManager = default!; [Dependency] private readonly IChatManager _chatManager = default!;
[Dependency] private readonly IMapLoader _mapLoader = default!; [Dependency] private readonly IMapLoader _mapLoader = default!;
[Dependency] private readonly IMapManager _mapManager = default!; [Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly StationSpawningSystem _stationSpawningSystem = default!; [Dependency] private readonly StationSpawningSystem _stationSpawningSystem = default!;
[Dependency] private readonly StationSystem _stationSystem = default!;
[Dependency] private readonly ShuttleSystem _shuttleSystem = default!;
[Dependency] private readonly RoundEndSystem _roundEndSystem = default!; [Dependency] private readonly RoundEndSystem _roundEndSystem = default!;
[Dependency] private readonly IPlayerManager _playerSystem = default!; [Dependency] private readonly IPlayerManager _playerSystem = default!;
[Dependency] private readonly SharedAudioSystem _audioSystem = default!; [Dependency] private readonly SharedAudioSystem _audioSystem = default!;
private bool _opsWon;
private enum WinType
{
/// <summary>
/// Operative major win. This means they nuked the station.
/// </summary>
OpsMajor,
/// <summary>
/// Minor win. All nukies were alive at the end of the round.
/// Alternatively, some nukies were alive, but the disk was left behind.
/// </summary>
OpsMinor,
/// <summary>
/// Neutral win. The nuke exploded, but on the wrong station.
/// </summary>
Neutral,
/// <summary>
/// Crew minor win. The nuclear authentication disk escaped on the shuttle,
/// but some nukies were alive.
/// </summary>
CrewMinor,
/// <summary>
/// Crew major win. This means they either killed all nukies,
/// or the bomb exploded too far away from the station, or on the nukie moon.
/// </summary>
CrewMajor
}
private enum WinCondition
{
NukeExplodedOnCorrectStation,
NukeExplodedOnNukieOutpost,
NukeExplodedOnIncorrectLocation,
NukeActiveInStation,
NukeActiveAtCentCom,
NukeDiskOnCentCom,
NukeDiskNotOnCentCom,
NukiesAbandoned,
AllNukiesDead,
SomeNukiesAlive,
AllNukiesAlive
}
private WinType _winType = WinType.Neutral;
private List<WinCondition> _winConditions = new ();
private MapId? _nukiePlanet; private MapId? _nukiePlanet;
private EntityUid? _nukieOutpost; private EntityUid? _nukieOutpost;
private EntityUid? _nukieShuttle; private EntityUid? _nukieShuttle;
private EntityUid? _targetStation;
public override string Prototype => "Nukeops"; public override string Prototype => "Nukeops";
@@ -84,6 +137,8 @@ public sealed class NukeopsRuleSystem : GameRuleSystem
SubscribeLocalEvent<NukeOperativeComponent, MobStateChangedEvent>(OnMobStateChanged); SubscribeLocalEvent<NukeOperativeComponent, MobStateChangedEvent>(OnMobStateChanged);
SubscribeLocalEvent<RoundEndTextAppendEvent>(OnRoundEndText); SubscribeLocalEvent<RoundEndTextAppendEvent>(OnRoundEndText);
SubscribeLocalEvent<NukeExplodedEvent>(OnNukeExploded); SubscribeLocalEvent<NukeExplodedEvent>(OnNukeExploded);
SubscribeLocalEvent<GameRunLevelChangedEvent>(OnRunLevelChanged);
SubscribeLocalEvent<NukeDisarmSuccessEvent>(OnNukeDisarm);
SubscribeLocalEvent<NukeOperativeComponent, GhostRoleSpawnerUsedEvent>(OnPlayersGhostSpawning); SubscribeLocalEvent<NukeOperativeComponent, GhostRoleSpawnerUsedEvent>(OnPlayersGhostSpawning);
SubscribeLocalEvent<NukeOperativeComponent, MindAddedMessage>(OnMindAdded); SubscribeLocalEvent<NukeOperativeComponent, MindAddedMessage>(OnMindAdded);
SubscribeLocalEvent<NukeOperativeComponent, ComponentInit>(OnComponentInit); SubscribeLocalEvent<NukeOperativeComponent, ComponentInit>(OnComponentInit);
@@ -111,16 +166,189 @@ public sealed class NukeopsRuleSystem : GameRuleSystem
if (!RuleAdded) if (!RuleAdded)
return; return;
_opsWon = true; if (ev.OwningStation != null)
{
if (ev.OwningStation == _nukieOutpost)
{
_winType = WinType.CrewMajor;
_winConditions.Add(WinCondition.NukeExplodedOnNukieOutpost);
}
else
{
if (TryComp(_targetStation, out StationDataComponent? data))
{
foreach (var grid in data.Grids)
{
if (grid != ev.OwningStation)
{
continue;
}
_winType = WinType.OpsMajor;
_winConditions.Add(WinCondition.NukeExplodedOnCorrectStation);
return;
}
}
_winConditions.Add(WinCondition.NukeExplodedOnIncorrectLocation);
}
}
else
{
_winConditions.Add(WinCondition.NukeExplodedOnIncorrectLocation);
}
_roundEndSystem.EndRound(); _roundEndSystem.EndRound();
} }
private void OnRunLevelChanged(GameRunLevelChangedEvent ev)
{
switch (ev.New)
{
case GameRunLevel.InRound:
OnRoundStart();
break;
case GameRunLevel.PostRound:
OnRoundEnd();
break;
}
}
private void OnRoundStart()
{
// TODO: This needs to try and target a Nanotrasen station. At the very least,
// we can only currently guarantee that NT stations are the only station to
// exist in the base game.
_targetStation = _stationSystem.Stations.FirstOrNull();
if (_targetStation == null)
{
return;
}
foreach (var nukie in EntityQuery<NukeOperativeComponent>())
{
if (!TryComp<ActorComponent>(nukie.Owner, out var actor))
{
continue;
}
_chatManager.DispatchServerMessage(actor.PlayerSession, Loc.GetString("nukeops-welcome", ("station", _targetStation.Value)));
}
}
private void OnRoundEnd()
{
// If the win condition was set to operative/crew major win, ignore.
if (_winType == WinType.OpsMajor || _winType == WinType.CrewMajor)
{
return;
}
foreach (var (nuke, nukeTransform) in EntityManager.EntityQuery<NukeComponent, TransformComponent>(true))
{
if (nuke.Status != NukeStatus.ARMED)
{
continue;
}
// UH OH
if (nukeTransform.MapID == _shuttleSystem.CentComMap)
{
_winType = WinType.OpsMajor;
_winConditions.Add(WinCondition.NukeActiveAtCentCom);
return;
}
if (nukeTransform.GridUid == null || _targetStation == null)
{
continue;
}
if (!TryComp(_targetStation.Value, out StationDataComponent? data))
{
continue;
}
foreach (var grid in data.Grids)
{
if (grid != nukeTransform.GridUid)
{
continue;
}
_winType = WinType.OpsMajor;
_winConditions.Add(WinCondition.NukeActiveInStation);
return;
}
}
var allAlive = true;
foreach (var (_, state) in EntityQuery<NukeOperativeComponent, MobStateComponent>())
{
if (state.CurrentState is DamageState.Alive)
{
continue;
}
allAlive = false;
break;
}
// If all nuke ops were alive at the end of the round,
// the nuke ops win. This is to prevent people from
// running away the moment nuke ops appear.
if (allAlive)
{
_winType = WinType.OpsMinor;
_winConditions.Add(WinCondition.AllNukiesAlive);
return;
}
_winConditions.Add(WinCondition.SomeNukiesAlive);
var diskAtCentCom = false;
foreach (var (comp, transform) in EntityManager.EntityQuery<NukeDiskComponent, TransformComponent>())
{
var diskMapId = transform.MapID;
diskAtCentCom = _shuttleSystem.CentComMap == diskMapId;
// TODO: The target station should be stored, and the nuke disk should store its original station.
// This is fine for now, because we can assume a single station in base SS14.
break;
}
// If the disk is currently at Central Command, the crew wins - just slightly.
// This also implies that some nuclear operatives have died.
if (diskAtCentCom)
{
_winType = WinType.CrewMinor;
_winConditions.Add(WinCondition.NukeDiskOnCentCom);
}
// Otherwise, the nuke ops win.
else
{
_winType = WinType.OpsMinor;
_winConditions.Add(WinCondition.NukeDiskNotOnCentCom);
}
}
private void OnRoundEndText(RoundEndTextAppendEvent ev) private void OnRoundEndText(RoundEndTextAppendEvent ev)
{ {
if (!RuleAdded) if (!RuleAdded)
return; return;
ev.AddLine(_opsWon ? Loc.GetString("nukeops-ops-won") : Loc.GetString("nukeops-crew-won")); var winText = Loc.GetString($"nukeops-{_winType.ToString().ToLower()}");
ev.AddLine(winText);
foreach (var cond in _winConditions)
{
var text = Loc.GetString($"nukeops-cond-{cond.ToString().ToLower()}");
ev.AddLine(text);
}
ev.AddLine(Loc.GetString("nukeops-list-start")); ev.AddLine(Loc.GetString("nukeops-list-start"));
foreach (var nukeop in _operativePlayers) foreach (var nukeop in _operativePlayers)
{ {
@@ -133,29 +361,67 @@ public sealed class NukeopsRuleSystem : GameRuleSystem
if (!RuleAdded) if (!RuleAdded)
return; return;
// If there are any nuclear bombs that are active, immediately return. We're not over yet.
foreach (var nuke in EntityQuery<NukeComponent>())
{
if (nuke.Status == NukeStatus.ARMED)
{
return;
}
}
MapId? shuttleMapId = EntityManager.EntityExists(_nukieShuttle) MapId? shuttleMapId = EntityManager.EntityExists(_nukieShuttle)
? Transform(_nukieShuttle!.Value).MapID ? Transform(_nukieShuttle!.Value).MapID
: null; : null;
// Check if there are nuke operatives still alive on the same map as the shuttle. MapId? targetStationMap = null;
if (_targetStation != null && TryComp(_targetStation, out StationDataComponent? data))
{
var grid = data.Grids.FirstOrNull();
targetStationMap = grid != null
? Transform(grid.Value).MapID
: null;
}
// Check if there are nuke operatives still alive on the same map as the shuttle,
// or on the same map as the station.
// If there are, the round can continue. // If there are, the round can continue.
var operatives = EntityQuery<NukeOperativeComponent, MobStateComponent, TransformComponent>(true); var operatives = EntityQuery<NukeOperativeComponent, MobStateComponent, TransformComponent>(true);
var operativesAlive = operatives var operativesAlive = operatives
.Where(ent => ent.Item3.MapID == shuttleMapId) .Where(ent =>
ent.Item3.MapID == shuttleMapId
|| ent.Item3.MapID == targetStationMap)
.Any(ent => ent.Item2.CurrentState == DamageState.Alive && ent.Item1.Running); .Any(ent => ent.Item2.CurrentState == DamageState.Alive && ent.Item1.Running);
if (operativesAlive) if (operativesAlive)
return; // There are living operatives than can access the shuttle. return; // There are living operatives than can access the shuttle, or are still on the station's map.
_winType = WinType.CrewMajor;
// Check that there are spawns available and that they can access the shuttle. // Check that there are spawns available and that they can access the shuttle.
var spawnsAvailable = EntityQuery<NukeOperativeSpawnerComponent>(true).Any(); var spawnsAvailable = EntityQuery<NukeOperativeSpawnerComponent>(true).Any();
if (spawnsAvailable && shuttleMapId == _nukiePlanet) if (spawnsAvailable && shuttleMapId == _nukiePlanet)
return; // Ghost spawns can still access the shuttle. Continue the round. return; // Ghost spawns can still access the shuttle. Continue the round.
// The shuttle is inaccessible to both living nuke operatives and yet to spawn nuke operatives. // The shuttle is inaccessible to both living nuke operatives and yet to spawn nuke operatives,
// and there are no nuclear operatives on the target station's map.
if (spawnsAvailable)
{
_winConditions.Add(WinCondition.NukiesAbandoned);
}
else
{
_winConditions.Add(WinCondition.AllNukiesDead);
}
_roundEndSystem.EndRound(); _roundEndSystem.EndRound();
} }
private void OnNukeDisarm(NukeDisarmSuccessEvent ev)
{
CheckRoundShouldEnd();
}
private void OnMobStateChanged(EntityUid uid, NukeOperativeComponent component, MobStateChangedEvent ev) private void OnMobStateChanged(EntityUid uid, NukeOperativeComponent component, MobStateChangedEvent ev)
{ {
if(ev.CurrentMobState == DamageState.Dead) if(ev.CurrentMobState == DamageState.Dead)
@@ -299,6 +565,9 @@ public sealed class NukeopsRuleSystem : GameRuleSystem
if (_nukeopsRuleConfig.GreetSound != null) if (_nukeopsRuleConfig.GreetSound != null)
_audioSystem.PlayGlobal(_nukeopsRuleConfig.GreetSound, Filter.Empty().AddPlayer(playerSession), AudioParams.Default); _audioSystem.PlayGlobal(_nukeopsRuleConfig.GreetSound, Filter.Empty().AddPlayer(playerSession), AudioParams.Default);
if (_targetStation != null && !string.IsNullOrEmpty(Name(_targetStation.Value)))
_chatManager.DispatchServerMessage(playerSession, Loc.GetString("nukeops-welcome", ("station", _targetStation.Value)));
} }
private bool SpawnMap() private bool SpawnMap()
@@ -490,10 +759,12 @@ public sealed class NukeopsRuleSystem : GameRuleSystem
private void OnStartAttempt(RoundStartAttemptEvent ev) private void OnStartAttempt(RoundStartAttemptEvent ev)
{ {
if (!RuleAdded) if (!RuleAdded || Configuration is not NukeopsRuleConfiguration nukeOpsConfig)
return; return;
var minPlayers = _nukeopsRuleConfig.MinPlayers; _nukeopsRuleConfig = nukeOpsConfig;
var minPlayers = nukeOpsConfig.MinPlayers;
if (!ev.Forced && ev.Players.Length < minPlayers) if (!ev.Forced && ev.Players.Length < minPlayers)
{ {
_chatManager.DispatchServerAnnouncement(Loc.GetString("nukeops-not-enough-ready-players", ("readyPlayersCount", ev.Players.Length), ("minimumPlayers", minPlayers))); _chatManager.DispatchServerAnnouncement(Loc.GetString("nukeops-not-enough-ready-players", ("readyPlayersCount", ev.Players.Length), ("minimumPlayers", minPlayers)));
@@ -510,7 +781,8 @@ public sealed class NukeopsRuleSystem : GameRuleSystem
public override void Started() public override void Started()
{ {
_opsWon = false; _winType = WinType.Neutral;
_winConditions.Clear();
_nukieOutpost = null; _nukieOutpost = null;
_nukiePlanet = null; _nukiePlanet = null;
@@ -519,9 +791,6 @@ public sealed class NukeopsRuleSystem : GameRuleSystem
_operativeMindPendingData.Clear(); _operativeMindPendingData.Clear();
_operativePlayers.Clear(); _operativePlayers.Clear();
if (Configuration is not NukeopsRuleConfiguration)
return;
// TODO: Loot table or something // TODO: Loot table or something
foreach (var proto in new[] foreach (var proto in new[]
{ {

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@@ -519,7 +519,10 @@ namespace Content.Server.Nuke
component.IntensitySlope, component.IntensitySlope,
component.MaxIntensity); component.MaxIntensity);
RaiseLocalEvent(new NukeExplodedEvent()); RaiseLocalEvent(new NukeExplodedEvent()
{
OwningStation = transform.GridUid,
});
_soundSystem.StopStationEventMusic(component.Owner, StationEventMusicType.Nuke); _soundSystem.StopStationEventMusic(component.Owner, StationEventMusicType.Nuke);
EntityManager.DeleteEntity(uid); EntityManager.DeleteEntity(uid);
@@ -546,6 +549,7 @@ namespace Content.Server.Nuke
{ {
TargetCancelledEvent = new NukeDisarmCancelledEvent(), TargetCancelledEvent = new NukeDisarmCancelledEvent(),
TargetFinishedEvent = new NukeDisarmSuccessEvent(), TargetFinishedEvent = new NukeDisarmSuccessEvent(),
BroadcastFinishedEvent = new NukeDisarmSuccessEvent(),
BreakOnDamage = true, BreakOnDamage = true,
BreakOnStun = true, BreakOnStun = true,
BreakOnTargetMove = true, BreakOnTargetMove = true,
@@ -570,7 +574,10 @@ namespace Content.Server.Nuke
} }
} }
public sealed class NukeExplodedEvent : EntityEventArgs {} public sealed class NukeExplodedEvent : EntityEventArgs
{
public EntityUid? OwningStation;
}
/// <summary> /// <summary>
/// Raised directed on the nuke when its disarm doafter is successful. /// Raised directed on the nuke when its disarm doafter is successful.

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@@ -136,24 +136,24 @@ public sealed partial class ShuttleSystem
{ {
_launchedShuttles = true; _launchedShuttles = true;
if (_centComMap != null) if (CentComMap != null)
{ {
foreach (var comp in EntityQuery<StationDataComponent>(true)) foreach (var comp in EntityQuery<StationDataComponent>(true))
{ {
if (!TryComp<ShuttleComponent>(comp.EmergencyShuttle, out var shuttle)) continue; if (!TryComp<ShuttleComponent>(comp.EmergencyShuttle, out var shuttle)) continue;
if (Deleted(_centCom)) if (Deleted(CentCom))
{ {
// TODO: Need to get non-overlapping positions. // TODO: Need to get non-overlapping positions.
FTLTravel(shuttle, FTLTravel(shuttle,
new EntityCoordinates( new EntityCoordinates(
_mapManager.GetMapEntityId(_centComMap.Value), _mapManager.GetMapEntityId(CentComMap.Value),
Vector2.One * 1000f), _consoleAccumulator, TransitTime); Vector2.One * 1000f), _consoleAccumulator, TransitTime);
} }
else else
{ {
FTLTravel(shuttle, FTLTravel(shuttle,
_centCom.Value, _consoleAccumulator, TransitTime, dock: true); CentCom.Value, _consoleAccumulator, TransitTime, dock: true);
} }
} }
} }
@@ -169,8 +169,8 @@ public sealed partial class ShuttleSystem
Timer.Spawn((int) (TransitTime * 1000) + _bufferTime.Milliseconds, () => _roundEnd.EndRound(), _roundEndCancelToken.Token); Timer.Spawn((int) (TransitTime * 1000) + _bufferTime.Milliseconds, () => _roundEnd.EndRound(), _roundEndCancelToken.Token);
// Guarantees that emergency shuttle arrives first before anyone else can FTL. // Guarantees that emergency shuttle arrives first before anyone else can FTL.
if (_centCom != null) if (CentCom != null)
AddFTLDestination(_centCom.Value, true); AddFTLDestination(CentCom.Value, true);
} }
} }

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@@ -38,8 +38,8 @@ public sealed partial class ShuttleSystem
[Dependency] private readonly DockingSystem _dockSystem = default!; [Dependency] private readonly DockingSystem _dockSystem = default!;
[Dependency] private readonly StationSystem _station = default!; [Dependency] private readonly StationSystem _station = default!;
private MapId? _centComMap; public MapId? CentComMap { get; private set; }
private EntityUid? _centCom; public EntityUid? CentCom { get; private set; }
/// <summary> /// <summary>
/// Used for multiple shuttle spawn offsets. /// Used for multiple shuttle spawn offsets.
@@ -367,8 +367,8 @@ public sealed partial class ShuttleSystem
_consoleAccumulator = _configManager.GetCVar(CCVars.EmergencyShuttleDockTime); _consoleAccumulator = _configManager.GetCVar(CCVars.EmergencyShuttleDockTime);
EmergencyShuttleArrived = true; EmergencyShuttleArrived = true;
if (_centComMap != null) if (CentComMap != null)
_mapManager.SetMapPaused(_centComMap.Value, false); _mapManager.SetMapPaused(CentComMap.Value, false);
foreach (var comp in EntityQuery<StationDataComponent>(true)) foreach (var comp in EntityQuery<StationDataComponent>(true))
{ {
@@ -394,21 +394,21 @@ public sealed partial class ShuttleSystem
private void SetupEmergencyShuttle() private void SetupEmergencyShuttle()
{ {
if (!_emergencyShuttleEnabled || _centComMap != null && _mapManager.MapExists(_centComMap.Value)) return; if (!_emergencyShuttleEnabled || CentComMap != null && _mapManager.MapExists(CentComMap.Value)) return;
_centComMap = _mapManager.CreateMap(); CentComMap = _mapManager.CreateMap();
_mapManager.SetMapPaused(_centComMap.Value, true); _mapManager.SetMapPaused(CentComMap.Value, true);
// Load CentCom // Load CentCom
var centComPath = _configManager.GetCVar(CCVars.CentcommMap); var centComPath = _configManager.GetCVar(CCVars.CentcommMap);
if (!string.IsNullOrEmpty(centComPath)) if (!string.IsNullOrEmpty(centComPath))
{ {
var (_, centcomm) = _loader.LoadGrid(_centComMap.Value, "/Maps/centcomm.yml"); var (_, centcomm) = _loader.LoadGrid(CentComMap.Value, "/Maps/centcomm.yml");
_centCom = centcomm; CentCom = centcomm;
if (_centCom != null) if (CentCom != null)
AddFTLDestination(_centCom.Value, false); AddFTLDestination(CentCom.Value, false);
} }
else else
{ {
@@ -423,10 +423,10 @@ public sealed partial class ShuttleSystem
private void AddEmergencyShuttle(StationDataComponent component) private void AddEmergencyShuttle(StationDataComponent component)
{ {
if (!_emergencyShuttleEnabled || _centComMap == null || component.EmergencyShuttle != null) return; if (!_emergencyShuttleEnabled || CentComMap == null || component.EmergencyShuttle != null) return;
// Load escape shuttle // Load escape shuttle
var (_, shuttle) = _loader.LoadGrid(_centComMap.Value, component.EmergencyShuttlePath.ToString(), new MapLoadOptions() var (_, shuttle) = _loader.LoadGrid(CentComMap.Value, component.EmergencyShuttlePath.ToString(), new MapLoadOptions()
{ {
// Should be far enough... right? I'm too lazy to bounds check CentCom rn. // Should be far enough... right? I'm too lazy to bounds check CentCom rn.
Offset = new Vector2(500f + _shuttleIndex, 0f) Offset = new Vector2(500f + _shuttleIndex, 0f)
@@ -452,13 +452,13 @@ public sealed partial class ShuttleSystem
_shuttleIndex = 0f; _shuttleIndex = 0f;
if (_centComMap == null || !_mapManager.MapExists(_centComMap.Value)) if (CentComMap == null || !_mapManager.MapExists(CentComMap.Value))
{ {
_centComMap = null; CentComMap = null;
return; return;
} }
_mapManager.DeleteMap(_centComMap.Value); _mapManager.DeleteMap(CentComMap.Value);
} }
/// <summary> /// <summary>

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@@ -1,8 +1,26 @@
nukeops-title = Nuclear Operatives nukeops-title = Nuclear Operatives
nukeops-description = Nuclear operatives have targeted the station. Try to keep them from arming and detonating the nuke by protecting the nuke disk! nukeops-description = Nuclear operatives have targeted the station. Try to keep them from arming and detonating the nuke by protecting the nuke disk!
nukeops-ops-won = The nuke exploded. The nuclear operatives were successful! nukeops-welcome = You are a nuclear operative. Your goal is to blow up {$station}, and ensure that it is nothing but a pile of rubble. Your bosses, the Syndicate, have provided you with the tools you'll need for the task.
nukeops-crew-won = The crew managed to defeat the nuclear operatives.
nukeops-opsmajor = Syndicate major victory!
nukeops-opsminor = Syndicate minor victory!
nukeops-neutral = Neutral outcome!
nukeops-crewminor = Crew minor victory!
nukeops-crewmajor = Crew major victory!
nukeops-cond-nukeexplodedoncorrectstation = The nuclear operatives managed to blow up the station.
nukeops-cond-nukeexplodedonnukieoutpost = The nuclear operative outpost was destroyed by a nuclear blast.
nukeops-cond-nukeexplodedonincorrectlocation = The nuclear bomb was detonated off-station.
nukeops-cond-nukeactiveinstation = The nuclear bomb was left armed on-station.
nukeops-cond-nukeactiveatcentcom = The nuclear bomb was delivered to Central Command!
nukeops-cond-nukediskoncentcom = The crew escaped with the nuclear authentication disk.
nukeops-cond-nukedisknotoncentcom = The crew left the nuclear authentication disk behind.
nukeops-cond-nukiesabandoned = The nuclear operatives were abandoned.
nukeops-cond-allnukiesdead = All nuclear operatives have died.
nukeops-cond-somenukiesalive = Some nuclear operatives died.
nukeops-cond-allnukiesalive = No nuclear operatives died.
nukeops-list-start = The nuke ops were: nukeops-list-start = The nuke ops were:
nukeops-not-enough-ready-players = Not enough players readied up for the game! There were {$readyPlayersCount} players readied up out of {$minimumPlayers} needed. Can't start Nukeops. nukeops-not-enough-ready-players = Not enough players readied up for the game! There were {$readyPlayersCount} players readied up out of {$minimumPlayers} needed. Can't start Nukeops.
nukeops-no-one-ready = No players readied up! Can't start Nukeops. nukeops-no-one-ready = No players readied up! Can't start Nukeops.