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* Scope creep my ass * why was this shit not pushed???? * gone... * fix that * review plus buildd * asfsafsafsafsafas * grug * burber * I'll fix this later * shrimply die * also this * it's snerf or snuthin * assaads * round snend * aaaa * fix this shit for real * actually, don't start GameRules until MapInit now that I think aboot it. * forgot u * don't actually need this part nullable * Deffer comp removal * one liner * do that too * chungus * Honestly makes more sense here, plus WHY are we doing all that shit on "GameRuleAdded" rather than GameRuleStarted(?) * deferred removal :V * aaaaaaaaaaaaaaa * whhop * Whoop * better * landmine that I placed for myself then forgot about lmao * cleanup * FUCKING `!` * gotovo * amogus * please don't check by metadata I beg * waawsasfdfsasfa * sfafsasfafsas * fdsaasffsasfa * code * fix * fasasffasfasfsad * chungaas * I may be stupid * gra * graaaaaaaaaaaaaaaaa * comment * gra * clearing is not predicted and would require major refactors, so don't cache on client. * lame shit :P * last holes * nukeopsfsafsasafsfafsa * why was that shit public bruh * bubrbgwahrghfaka * dynamic * revert change that did nothing lmao
43 lines
1.7 KiB
C#
43 lines
1.7 KiB
C#
using Content.Server.RoundEnd;
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using Content.Shared.GameTicking.Components;
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using Content.Shared.GameTicking.Rules;
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using Content.Shared.GameTicking.Rules.Components;
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using Content.Shared.Objectives.Systems;
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using Robust.Shared.Timing;
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namespace Content.Server.GameTicking.Rules;
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public sealed partial class ServerXenoborgsRuleSystem : XenoborgsRuleSystem
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{
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[Dependency] private IGameTiming _timing = default!;
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[Dependency] private RoundEndSystem _roundEnd = default!;
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[Dependency] private AliveHumanoidTargetSystem _target = default!;
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protected override void ActiveTick(EntityUid uid, XenoborgsRuleComponent component, GameRuleComponent gameRule, float frameTime)
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{
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base.ActiveTick(uid, component, gameRule, frameTime);
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if (!component.NextRoundEndCheck.HasValue || component.NextRoundEndCheck > _timing.CurTime)
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return;
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CheckRoundEnd(component);
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component.NextRoundEndCheck = _timing.CurTime + component.EndCheckDelay;
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}
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private void CheckRoundEnd(XenoborgsRuleComponent xenoborgsRuleComponent)
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{
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var numXenoborgs = GetNumberXenoborgs();
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var numHumans = _target.GetMinds().Count;
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xenoborgsRuleComponent.MaxNumberXenoborgs = Math.Max(xenoborgsRuleComponent.MaxNumberXenoborgs, numXenoborgs);
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if (xenoborgsRuleComponent.XenoborgShuttleCalled
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|| (float)numXenoborgs / (numHumans + numXenoborgs) <= xenoborgsRuleComponent.XenoborgShuttleCallPercentage
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|| _roundEnd.IsRoundEndRequested())
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return;
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GameTicker.StationAnnouncement("xenoborg-shuttle-call", color: Color.BlueViolet);
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_roundEnd.RequestRoundEnd(null, null, false, cantRecall: true);
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xenoborgsRuleComponent.XenoborgShuttleCalled = true;
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}
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}
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