mirror of
https://github.com/space-syndicate/space-station-14.git
synced 2026-10-09 18:31:17 +03:00
* 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
60 lines
2.4 KiB
C#
60 lines
2.4 KiB
C#
using Content.Server.Chat.Systems;
|
|
using Content.Server.Popups;
|
|
using Content.Server.RoundEnd;
|
|
using Content.Server.Zombies;
|
|
using Content.Shared.GameTicking.Components;
|
|
using Content.Shared.GameTicking.Rules;
|
|
using Content.Shared.GameTicking.Rules.Components;
|
|
using Content.Shared.Zombies;
|
|
|
|
namespace Content.Server.GameTicking.Rules;
|
|
|
|
public sealed partial class ServerZombieRuleSystem : ZombieRuleSystem
|
|
{
|
|
[Dependency] private ChatSystem _chat = default!;
|
|
[Dependency] private PopupSystem _popup = default!;
|
|
[Dependency] private RoundEndSystem _roundEnd = default!;
|
|
[Dependency] private ZombieSystem _zombie = default!;
|
|
|
|
protected override void ActiveTick(EntityUid uid, ZombieRuleComponent component, GameRuleComponent gameRule, float frameTime)
|
|
{
|
|
base.ActiveTick(uid, component, gameRule, frameTime);
|
|
if (!component.NextRoundEndCheck.HasValue || component.NextRoundEndCheck > Timing.CurTime)
|
|
return;
|
|
CheckRoundEnd(component);
|
|
component.NextRoundEndCheck = Timing.CurTime + component.EndCheckDelay;
|
|
}
|
|
|
|
/// <summary>
|
|
/// The big kahoona function for checking if the round is gonna end
|
|
/// </summary>
|
|
private void CheckRoundEnd(ZombieRuleComponent zombieRuleComponent)
|
|
{
|
|
var healthy = GetHealthyHumans();
|
|
if (healthy.Count == 1) // Only one human left. spooky
|
|
_popup.PopupEntity(Loc.GetString("zombie-alone"), healthy[0], healthy[0]);
|
|
|
|
if (GetInfectedFraction(false) > zombieRuleComponent.ZombieShuttleCallPercentage && !_roundEnd.IsRoundEndRequested())
|
|
{
|
|
foreach (var station in Station.GetStations())
|
|
{
|
|
_chat.DispatchStationAnnouncement(station, Loc.GetString("zombie-shuttle-call"), colorOverride: Color.Crimson);
|
|
}
|
|
|
|
_roundEnd.DoRoundEndBehavior(zombieRuleComponent.ZombieRoundEndBehavior, zombieRuleComponent.ZombieEvacShuttleTime);
|
|
}
|
|
|
|
// we include dead for this count because we don't want to end the round
|
|
// when everyone gets on the shuttle.
|
|
if (GetInfectedFraction() >= 1) // Oops, all zombies
|
|
_roundEnd.EndRound();
|
|
}
|
|
|
|
[SubscribeLocalEvent]
|
|
private void OnZombifySelf(EntityUid uid, IncurableZombieComponent component, ZombifySelfActionEvent args)
|
|
{
|
|
_zombie.ZombifyEntity(uid);
|
|
if (component.Action != null)
|
|
Del(component.Action.Value);
|
|
}
|
|
}
|