Nukie win conditions (#10220)
Co-authored-by: Kara <lunarautomaton6@gmail.com>
This commit is contained in:
@@ -1,7 +1,6 @@
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using System.Linq;
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using Content.Server.CharacterAppearance.Components;
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using Content.Server.Chat.Managers;
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using Content.Server.GameTicking.Rules.Components;
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using Content.Server.GameTicking.Rules.Configurations;
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using Content.Server.Ghost.Roles.Components;
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using Content.Server.Ghost.Roles.Events;
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@@ -24,10 +23,16 @@ using Robust.Shared.Utility;
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using Content.Server.Traitor;
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using Content.Shared.MobState.Components;
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using System.Data;
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using Content.Server.GameTicking.Rules.Components;
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using Content.Server.Station.Components;
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using Content.Shared.Chat;
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using Content.Shared.Nuke;
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using Robust.Server.GameObjects;
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using Content.Server.NPC.Components;
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using Content.Server.NPC.Systems;
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using Content.Server.Traitor.Uplink;
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using Robust.Shared.Audio;
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using Robust.Shared.Configuration;
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using Robust.Shared.Player;
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namespace Content.Server.GameTicking.Rules;
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@@ -36,19 +41,67 @@ public sealed class NukeopsRuleSystem : GameRuleSystem
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly IConfigurationManager _cfg = default!;
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[Dependency] private readonly IChatManager _chatManager = default!;
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[Dependency] private readonly IMapLoader _mapLoader = default!;
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly StationSpawningSystem _stationSpawningSystem = default!;
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[Dependency] private readonly StationSystem _stationSystem = default!;
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[Dependency] private readonly ShuttleSystem _shuttleSystem = default!;
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[Dependency] private readonly RoundEndSystem _roundEndSystem = default!;
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[Dependency] private readonly IPlayerManager _playerSystem = default!;
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[Dependency] private readonly SharedAudioSystem _audioSystem = default!;
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private bool _opsWon;
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private enum WinType
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{
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/// <summary>
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/// Operative major win. This means they nuked the station.
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/// </summary>
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OpsMajor,
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/// <summary>
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/// Minor win. All nukies were alive at the end of the round.
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/// Alternatively, some nukies were alive, but the disk was left behind.
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/// </summary>
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OpsMinor,
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/// <summary>
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/// Neutral win. The nuke exploded, but on the wrong station.
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/// </summary>
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Neutral,
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/// <summary>
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/// Crew minor win. The nuclear authentication disk escaped on the shuttle,
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/// but some nukies were alive.
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/// </summary>
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CrewMinor,
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/// <summary>
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/// Crew major win. This means they either killed all nukies,
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/// or the bomb exploded too far away from the station, or on the nukie moon.
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/// </summary>
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CrewMajor
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}
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private enum WinCondition
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{
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NukeExplodedOnCorrectStation,
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NukeExplodedOnNukieOutpost,
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NukeExplodedOnIncorrectLocation,
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NukeActiveInStation,
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NukeActiveAtCentCom,
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NukeDiskOnCentCom,
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NukeDiskNotOnCentCom,
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NukiesAbandoned,
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AllNukiesDead,
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SomeNukiesAlive,
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AllNukiesAlive
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}
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private WinType _winType = WinType.Neutral;
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private List<WinCondition> _winConditions = new ();
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private MapId? _nukiePlanet;
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private EntityUid? _nukieOutpost;
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private EntityUid? _nukieShuttle;
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private EntityUid? _targetStation;
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public override string Prototype => "Nukeops";
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@@ -84,6 +137,8 @@ public sealed class NukeopsRuleSystem : GameRuleSystem
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SubscribeLocalEvent<NukeOperativeComponent, MobStateChangedEvent>(OnMobStateChanged);
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SubscribeLocalEvent<RoundEndTextAppendEvent>(OnRoundEndText);
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SubscribeLocalEvent<NukeExplodedEvent>(OnNukeExploded);
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SubscribeLocalEvent<GameRunLevelChangedEvent>(OnRunLevelChanged);
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SubscribeLocalEvent<NukeDisarmSuccessEvent>(OnNukeDisarm);
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SubscribeLocalEvent<NukeOperativeComponent, GhostRoleSpawnerUsedEvent>(OnPlayersGhostSpawning);
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SubscribeLocalEvent<NukeOperativeComponent, MindAddedMessage>(OnMindAdded);
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SubscribeLocalEvent<NukeOperativeComponent, ComponentInit>(OnComponentInit);
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@@ -111,16 +166,189 @@ public sealed class NukeopsRuleSystem : GameRuleSystem
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if (!RuleAdded)
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return;
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_opsWon = true;
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if (ev.OwningStation != null)
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{
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if (ev.OwningStation == _nukieOutpost)
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{
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_winType = WinType.CrewMajor;
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_winConditions.Add(WinCondition.NukeExplodedOnNukieOutpost);
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}
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else
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{
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if (TryComp(_targetStation, out StationDataComponent? data))
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{
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foreach (var grid in data.Grids)
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{
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if (grid != ev.OwningStation)
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{
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continue;
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}
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_winType = WinType.OpsMajor;
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_winConditions.Add(WinCondition.NukeExplodedOnCorrectStation);
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return;
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}
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}
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_winConditions.Add(WinCondition.NukeExplodedOnIncorrectLocation);
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}
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}
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else
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{
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_winConditions.Add(WinCondition.NukeExplodedOnIncorrectLocation);
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}
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_roundEndSystem.EndRound();
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}
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private void OnRunLevelChanged(GameRunLevelChangedEvent ev)
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{
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switch (ev.New)
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{
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case GameRunLevel.InRound:
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OnRoundStart();
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break;
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case GameRunLevel.PostRound:
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OnRoundEnd();
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break;
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}
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}
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private void OnRoundStart()
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{
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// TODO: This needs to try and target a Nanotrasen station. At the very least,
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// we can only currently guarantee that NT stations are the only station to
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// exist in the base game.
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_targetStation = _stationSystem.Stations.FirstOrNull();
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if (_targetStation == null)
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{
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return;
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}
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foreach (var nukie in EntityQuery<NukeOperativeComponent>())
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{
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if (!TryComp<ActorComponent>(nukie.Owner, out var actor))
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{
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continue;
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}
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_chatManager.DispatchServerMessage(actor.PlayerSession, Loc.GetString("nukeops-welcome", ("station", _targetStation.Value)));
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}
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}
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private void OnRoundEnd()
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{
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// If the win condition was set to operative/crew major win, ignore.
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if (_winType == WinType.OpsMajor || _winType == WinType.CrewMajor)
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{
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return;
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}
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foreach (var (nuke, nukeTransform) in EntityManager.EntityQuery<NukeComponent, TransformComponent>(true))
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{
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if (nuke.Status != NukeStatus.ARMED)
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{
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continue;
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}
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// UH OH
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if (nukeTransform.MapID == _shuttleSystem.CentComMap)
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{
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_winType = WinType.OpsMajor;
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_winConditions.Add(WinCondition.NukeActiveAtCentCom);
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return;
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}
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if (nukeTransform.GridUid == null || _targetStation == null)
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{
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continue;
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}
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if (!TryComp(_targetStation.Value, out StationDataComponent? data))
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{
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continue;
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}
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foreach (var grid in data.Grids)
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{
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if (grid != nukeTransform.GridUid)
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{
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continue;
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}
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_winType = WinType.OpsMajor;
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_winConditions.Add(WinCondition.NukeActiveInStation);
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return;
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}
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}
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var allAlive = true;
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foreach (var (_, state) in EntityQuery<NukeOperativeComponent, MobStateComponent>())
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{
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if (state.CurrentState is DamageState.Alive)
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{
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continue;
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}
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allAlive = false;
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break;
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}
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// If all nuke ops were alive at the end of the round,
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// the nuke ops win. This is to prevent people from
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// running away the moment nuke ops appear.
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if (allAlive)
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{
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_winType = WinType.OpsMinor;
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_winConditions.Add(WinCondition.AllNukiesAlive);
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return;
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}
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_winConditions.Add(WinCondition.SomeNukiesAlive);
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var diskAtCentCom = false;
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foreach (var (comp, transform) in EntityManager.EntityQuery<NukeDiskComponent, TransformComponent>())
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{
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var diskMapId = transform.MapID;
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diskAtCentCom = _shuttleSystem.CentComMap == diskMapId;
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// TODO: The target station should be stored, and the nuke disk should store its original station.
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// This is fine for now, because we can assume a single station in base SS14.
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break;
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}
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// If the disk is currently at Central Command, the crew wins - just slightly.
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// This also implies that some nuclear operatives have died.
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if (diskAtCentCom)
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{
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_winType = WinType.CrewMinor;
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_winConditions.Add(WinCondition.NukeDiskOnCentCom);
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}
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// Otherwise, the nuke ops win.
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else
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{
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_winType = WinType.OpsMinor;
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_winConditions.Add(WinCondition.NukeDiskNotOnCentCom);
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}
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}
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private void OnRoundEndText(RoundEndTextAppendEvent ev)
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{
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if (!RuleAdded)
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return;
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ev.AddLine(_opsWon ? Loc.GetString("nukeops-ops-won") : Loc.GetString("nukeops-crew-won"));
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var winText = Loc.GetString($"nukeops-{_winType.ToString().ToLower()}");
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ev.AddLine(winText);
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foreach (var cond in _winConditions)
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{
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var text = Loc.GetString($"nukeops-cond-{cond.ToString().ToLower()}");
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ev.AddLine(text);
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}
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ev.AddLine(Loc.GetString("nukeops-list-start"));
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foreach (var nukeop in _operativePlayers)
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{
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@@ -133,29 +361,67 @@ public sealed class NukeopsRuleSystem : GameRuleSystem
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if (!RuleAdded)
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return;
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// If there are any nuclear bombs that are active, immediately return. We're not over yet.
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foreach (var nuke in EntityQuery<NukeComponent>())
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{
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if (nuke.Status == NukeStatus.ARMED)
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{
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return;
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}
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}
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MapId? shuttleMapId = EntityManager.EntityExists(_nukieShuttle)
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? Transform(_nukieShuttle!.Value).MapID
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: null;
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// Check if there are nuke operatives still alive on the same map as the shuttle.
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MapId? targetStationMap = null;
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if (_targetStation != null && TryComp(_targetStation, out StationDataComponent? data))
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{
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var grid = data.Grids.FirstOrNull();
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targetStationMap = grid != null
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? Transform(grid.Value).MapID
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: null;
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}
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// Check if there are nuke operatives still alive on the same map as the shuttle,
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// or on the same map as the station.
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// If there are, the round can continue.
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var operatives = EntityQuery<NukeOperativeComponent, MobStateComponent, TransformComponent>(true);
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var operativesAlive = operatives
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.Where(ent => ent.Item3.MapID == shuttleMapId)
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.Where(ent =>
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ent.Item3.MapID == shuttleMapId
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|| ent.Item3.MapID == targetStationMap)
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.Any(ent => ent.Item2.CurrentState == DamageState.Alive && ent.Item1.Running);
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if (operativesAlive)
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return; // There are living operatives than can access the shuttle.
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return; // There are living operatives than can access the shuttle, or are still on the station's map.
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_winType = WinType.CrewMajor;
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// Check that there are spawns available and that they can access the shuttle.
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var spawnsAvailable = EntityQuery<NukeOperativeSpawnerComponent>(true).Any();
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if (spawnsAvailable && shuttleMapId == _nukiePlanet)
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return; // Ghost spawns can still access the shuttle. Continue the round.
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// The shuttle is inaccessible to both living nuke operatives and yet to spawn nuke operatives.
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// The shuttle is inaccessible to both living nuke operatives and yet to spawn nuke operatives,
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// and there are no nuclear operatives on the target station's map.
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if (spawnsAvailable)
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{
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_winConditions.Add(WinCondition.NukiesAbandoned);
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}
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else
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{
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_winConditions.Add(WinCondition.AllNukiesDead);
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}
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_roundEndSystem.EndRound();
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}
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private void OnNukeDisarm(NukeDisarmSuccessEvent ev)
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{
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CheckRoundShouldEnd();
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}
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private void OnMobStateChanged(EntityUid uid, NukeOperativeComponent component, MobStateChangedEvent ev)
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{
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if(ev.CurrentMobState == DamageState.Dead)
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@@ -299,6 +565,9 @@ public sealed class NukeopsRuleSystem : GameRuleSystem
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if (_nukeopsRuleConfig.GreetSound != null)
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_audioSystem.PlayGlobal(_nukeopsRuleConfig.GreetSound, Filter.Empty().AddPlayer(playerSession), AudioParams.Default);
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if (_targetStation != null && !string.IsNullOrEmpty(Name(_targetStation.Value)))
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_chatManager.DispatchServerMessage(playerSession, Loc.GetString("nukeops-welcome", ("station", _targetStation.Value)));
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}
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private bool SpawnMap()
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@@ -490,10 +759,12 @@ public sealed class NukeopsRuleSystem : GameRuleSystem
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private void OnStartAttempt(RoundStartAttemptEvent ev)
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{
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if (!RuleAdded)
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if (!RuleAdded || Configuration is not NukeopsRuleConfiguration nukeOpsConfig)
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return;
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var minPlayers = _nukeopsRuleConfig.MinPlayers;
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_nukeopsRuleConfig = nukeOpsConfig;
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var minPlayers = nukeOpsConfig.MinPlayers;
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if (!ev.Forced && ev.Players.Length < minPlayers)
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{
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_chatManager.DispatchServerAnnouncement(Loc.GetString("nukeops-not-enough-ready-players", ("readyPlayersCount", ev.Players.Length), ("minimumPlayers", minPlayers)));
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@@ -510,7 +781,8 @@ public sealed class NukeopsRuleSystem : GameRuleSystem
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public override void Started()
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{
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_opsWon = false;
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_winType = WinType.Neutral;
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_winConditions.Clear();
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_nukieOutpost = null;
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_nukiePlanet = null;
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@@ -519,9 +791,6 @@ public sealed class NukeopsRuleSystem : GameRuleSystem
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_operativeMindPendingData.Clear();
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_operativePlayers.Clear();
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if (Configuration is not NukeopsRuleConfiguration)
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return;
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// TODO: Loot table or something
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foreach (var proto in new[]
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{
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@@ -519,7 +519,10 @@ namespace Content.Server.Nuke
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component.IntensitySlope,
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component.MaxIntensity);
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RaiseLocalEvent(new NukeExplodedEvent());
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RaiseLocalEvent(new NukeExplodedEvent()
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{
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OwningStation = transform.GridUid,
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});
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_soundSystem.StopStationEventMusic(component.Owner, StationEventMusicType.Nuke);
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EntityManager.DeleteEntity(uid);
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@@ -546,6 +549,7 @@ namespace Content.Server.Nuke
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{
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TargetCancelledEvent = new NukeDisarmCancelledEvent(),
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TargetFinishedEvent = new NukeDisarmSuccessEvent(),
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BroadcastFinishedEvent = new NukeDisarmSuccessEvent(),
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BreakOnDamage = true,
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BreakOnStun = true,
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BreakOnTargetMove = true,
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@@ -570,7 +574,10 @@ namespace Content.Server.Nuke
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}
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}
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public sealed class NukeExplodedEvent : EntityEventArgs {}
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public sealed class NukeExplodedEvent : EntityEventArgs
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{
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public EntityUid? OwningStation;
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}
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/// <summary>
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/// Raised directed on the nuke when its disarm doafter is successful.
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@@ -136,24 +136,24 @@ public sealed partial class ShuttleSystem
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{
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_launchedShuttles = true;
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if (_centComMap != null)
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if (CentComMap != null)
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{
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foreach (var comp in EntityQuery<StationDataComponent>(true))
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{
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if (!TryComp<ShuttleComponent>(comp.EmergencyShuttle, out var shuttle)) continue;
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if (Deleted(_centCom))
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if (Deleted(CentCom))
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{
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// TODO: Need to get non-overlapping positions.
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FTLTravel(shuttle,
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new EntityCoordinates(
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_mapManager.GetMapEntityId(_centComMap.Value),
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_mapManager.GetMapEntityId(CentComMap.Value),
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Vector2.One * 1000f), _consoleAccumulator, TransitTime);
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}
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else
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{
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FTLTravel(shuttle,
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_centCom.Value, _consoleAccumulator, TransitTime, dock: true);
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CentCom.Value, _consoleAccumulator, TransitTime, dock: true);
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}
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}
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}
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@@ -169,8 +169,8 @@ public sealed partial class ShuttleSystem
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Timer.Spawn((int) (TransitTime * 1000) + _bufferTime.Milliseconds, () => _roundEnd.EndRound(), _roundEndCancelToken.Token);
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// Guarantees that emergency shuttle arrives first before anyone else can FTL.
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if (_centCom != null)
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AddFTLDestination(_centCom.Value, true);
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if (CentCom != null)
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AddFTLDestination(CentCom.Value, true);
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}
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}
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@@ -38,8 +38,8 @@ public sealed partial class ShuttleSystem
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[Dependency] private readonly DockingSystem _dockSystem = default!;
|
||||
[Dependency] private readonly StationSystem _station = default!;
|
||||
|
||||
private MapId? _centComMap;
|
||||
private EntityUid? _centCom;
|
||||
public MapId? CentComMap { get; private set; }
|
||||
public EntityUid? CentCom { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// Used for multiple shuttle spawn offsets.
|
||||
@@ -367,8 +367,8 @@ public sealed partial class ShuttleSystem
|
||||
_consoleAccumulator = _configManager.GetCVar(CCVars.EmergencyShuttleDockTime);
|
||||
EmergencyShuttleArrived = true;
|
||||
|
||||
if (_centComMap != null)
|
||||
_mapManager.SetMapPaused(_centComMap.Value, false);
|
||||
if (CentComMap != null)
|
||||
_mapManager.SetMapPaused(CentComMap.Value, false);
|
||||
|
||||
foreach (var comp in EntityQuery<StationDataComponent>(true))
|
||||
{
|
||||
@@ -394,21 +394,21 @@ public sealed partial class ShuttleSystem
|
||||
|
||||
private void SetupEmergencyShuttle()
|
||||
{
|
||||
if (!_emergencyShuttleEnabled || _centComMap != null && _mapManager.MapExists(_centComMap.Value)) return;
|
||||
if (!_emergencyShuttleEnabled || CentComMap != null && _mapManager.MapExists(CentComMap.Value)) return;
|
||||
|
||||
_centComMap = _mapManager.CreateMap();
|
||||
_mapManager.SetMapPaused(_centComMap.Value, true);
|
||||
CentComMap = _mapManager.CreateMap();
|
||||
_mapManager.SetMapPaused(CentComMap.Value, true);
|
||||
|
||||
// Load CentCom
|
||||
var centComPath = _configManager.GetCVar(CCVars.CentcommMap);
|
||||
|
||||
if (!string.IsNullOrEmpty(centComPath))
|
||||
{
|
||||
var (_, centcomm) = _loader.LoadGrid(_centComMap.Value, "/Maps/centcomm.yml");
|
||||
_centCom = centcomm;
|
||||
var (_, centcomm) = _loader.LoadGrid(CentComMap.Value, "/Maps/centcomm.yml");
|
||||
CentCom = centcomm;
|
||||
|
||||
if (_centCom != null)
|
||||
AddFTLDestination(_centCom.Value, false);
|
||||
if (CentCom != null)
|
||||
AddFTLDestination(CentCom.Value, false);
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -423,10 +423,10 @@ public sealed partial class ShuttleSystem
|
||||
|
||||
private void AddEmergencyShuttle(StationDataComponent component)
|
||||
{
|
||||
if (!_emergencyShuttleEnabled || _centComMap == null || component.EmergencyShuttle != null) return;
|
||||
if (!_emergencyShuttleEnabled || CentComMap == null || component.EmergencyShuttle != null) return;
|
||||
|
||||
// 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.
|
||||
Offset = new Vector2(500f + _shuttleIndex, 0f)
|
||||
@@ -452,13 +452,13 @@ public sealed partial class ShuttleSystem
|
||||
|
||||
_shuttleIndex = 0f;
|
||||
|
||||
if (_centComMap == null || !_mapManager.MapExists(_centComMap.Value))
|
||||
if (CentComMap == null || !_mapManager.MapExists(CentComMap.Value))
|
||||
{
|
||||
_centComMap = null;
|
||||
CentComMap = null;
|
||||
return;
|
||||
}
|
||||
|
||||
_mapManager.DeleteMap(_centComMap.Value);
|
||||
_mapManager.DeleteMap(CentComMap.Value);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
||||
@@ -1,8 +1,26 @@
|
||||
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-ops-won = The nuke exploded. The nuclear operatives were successful!
|
||||
nukeops-crew-won = The crew managed to defeat the nuclear operatives.
|
||||
nukeops-welcome = You are a nuclear operative. Your goal is to blow up {$station}, and ensure that it is nothing but a pile of rubble. Your bosses, the Syndicate, have provided you with the tools you'll need for the task.
|
||||
|
||||
nukeops-opsmajor = Syndicate major victory!
|
||||
nukeops-opsminor = Syndicate minor victory!
|
||||
nukeops-neutral = Neutral outcome!
|
||||
nukeops-crewminor = Crew minor victory!
|
||||
nukeops-crewmajor = Crew major victory!
|
||||
|
||||
nukeops-cond-nukeexplodedoncorrectstation = The nuclear operatives managed to blow up the station.
|
||||
nukeops-cond-nukeexplodedonnukieoutpost = The nuclear operative outpost was destroyed by a nuclear blast.
|
||||
nukeops-cond-nukeexplodedonincorrectlocation = The nuclear bomb was detonated off-station.
|
||||
nukeops-cond-nukeactiveinstation = The nuclear bomb was left armed on-station.
|
||||
nukeops-cond-nukeactiveatcentcom = The nuclear bomb was delivered to Central Command!
|
||||
nukeops-cond-nukediskoncentcom = The crew escaped with the nuclear authentication disk.
|
||||
nukeops-cond-nukedisknotoncentcom = The crew left the nuclear authentication disk behind.
|
||||
nukeops-cond-nukiesabandoned = The nuclear operatives were abandoned.
|
||||
nukeops-cond-allnukiesdead = All nuclear operatives have died.
|
||||
nukeops-cond-somenukiesalive = Some nuclear operatives died.
|
||||
nukeops-cond-allnukiesalive = No nuclear operatives died.
|
||||
|
||||
nukeops-list-start = The nuke ops were:
|
||||
nukeops-not-enough-ready-players = Not enough players readied up for the game! There were {$readyPlayersCount} players readied up out of {$minimumPlayers} needed. Can't start Nukeops.
|
||||
nukeops-no-one-ready = No players readied up! Can't start Nukeops.
|
||||
|
||||
Reference in New Issue
Block a user