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https://github.com/space-syndicate/space-station-14.git
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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
104 lines
3.9 KiB
C#
104 lines
3.9 KiB
C#
using Content.Shared.Antag;
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using Content.Shared.GameTicking.Components;
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using Content.Shared.GameTicking.Rules.Components;
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using Content.Shared.Mind;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Objectives.Systems;
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using Content.Shared.Roles;
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using Content.Shared.Roles.Components;
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using Content.Shared.Shuttles.Systems;
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using Content.Shared.Survivor.Components;
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using Content.Shared.Tag;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.GameTicking.Rules;
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public sealed partial class SurvivorRuleSystem : GameRuleSystem<SurvivorRuleComponent>
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{
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[Dependency] private AliveHumanoidTargetSystem _target = default!;
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[Dependency] private AntagSelectionSystem _antag = default!;
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[Dependency] private MobStateSystem _mobState = default!;
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[Dependency] private SharedEmergencyShuttleSystem _eShuttle = default!;
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[Dependency] private SharedRoleSystem _role = default!;
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[Dependency] private SharedTransformSystem _xform = default!;
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[Dependency] private TagSystem _tag = default!;
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private static readonly ProtoId<TagPrototype> InvalidForSurvivorAntagTag = "InvalidForSurvivorAntag";
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// TODO: Planned rework post wizard release when RandomGlobalSpawnSpell becomes a gamerule
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protected override void Started(Entity<SurvivorRuleComponent, GameRuleComponent> rule, ref GameRuleStartedEvent args)
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{
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base.Started(rule, ref args);
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var allAliveHumanMinds = _target.GetMinds();
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foreach (var humanMind in allAliveHumanMinds)
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{
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if (!humanMind.Comp.OwnedEntity.HasValue)
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continue;
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var mind = humanMind.Owner;
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var ent = humanMind.Comp.OwnedEntity.Value;
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if (HasComp<SurvivorComponent>(mind) || _tag.HasTag(mind, InvalidForSurvivorAntagTag))
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continue;
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EnsureComp<SurvivorComponent>(mind);
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_role.MindAddRole(mind, "MindRoleSurvivor");
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_antag.SendBriefing(ent, Loc.GetString("survivor-role-greeting"), Color.Olive, null);
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}
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}
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[SubscribeLocalEvent]
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private void OnGetBriefing(Entity<SurvivorRoleComponent> ent, ref GetBriefingEvent args)
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{
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args.Append(Loc.GetString("survivor-role-greeting"));
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}
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protected override void AppendRoundEndText(Entity<SurvivorRuleComponent> rule,
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ref RoundEndTextAppendEvent args)
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{
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base.AppendRoundEndText(rule, ref args);
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// Using this instead of alive antagonists to make checking for shuttle & if the ent is alive easier
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var existingSurvivors = AllEntityQuery<SurvivorComponent, MindComponent>();
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var deadSurvivors = 0;
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var aliveMarooned = 0;
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var aliveOnShuttle = 0;
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var eShuttle = _eShuttle.GetShuttle();
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while (existingSurvivors.MoveNext(out _, out _, out var mindComp))
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{
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// If their brain is gone or they respawned/became a ghost role
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if (mindComp.CurrentEntity is null)
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{
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deadSurvivors++;
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continue;
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}
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var survivor = mindComp.CurrentEntity.Value;
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if (!_mobState.IsAlive(survivor))
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{
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deadSurvivors++;
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continue;
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}
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if (eShuttle != null && eShuttle.Value.IsValid() && (Transform(eShuttle.Value).MapID == _xform.GetMapCoordinates(survivor).MapId))
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{
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aliveOnShuttle++;
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continue;
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}
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aliveMarooned++;
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}
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args.AddLine(Loc.GetString("survivor-round-end-dead-count", ("deadCount", deadSurvivors)));
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args.AddLine(Loc.GetString("survivor-round-end-alive-count", ("aliveCount", aliveMarooned)));
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args.AddLine(Loc.GetString("survivor-round-end-alive-on-shuttle-count", ("aliveCount", aliveOnShuttle)));
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args.AddLine("");
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// Player manifest at EOR shows who's a survivor so no need for extra info here.
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}
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}
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