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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
53 lines
2 KiB
C#
53 lines
2 KiB
C#
using Content.Server.Antag.Components;
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using Content.Server.Objectives;
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using Content.Shared.Antag;
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using Content.Shared.Mind;
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using Content.Shared.Objectives.Components;
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using Robust.Shared.Random;
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namespace Content.Server.Antag;
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/// <summary>
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/// Adds fixed objectives to an antag made with <c>AntagRandomObjectivesComponent</c>.
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/// </summary>
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public sealed partial class AntagRandomObjectivesSystem : EntitySystem
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{
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[Dependency] private IRobustRandom _random = default!;
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[Dependency] private SharedMindSystem _mind = default!;
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[Dependency] private ObjectivesSystem _objectives = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<AntagRandomObjectivesComponent, AfterAntagEntitySelectedEvent>(OnAntagSelected);
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}
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private void OnAntagSelected(Entity<AntagRandomObjectivesComponent> ent, ref AfterAntagEntitySelectedEvent args)
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{
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if (!_mind.TryGetMind(args.Session, out var mindId, out var mind))
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{
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Log.Error($"Antag {ToPrettyString(args.EntityUid):player} was selected by {ToPrettyString(ent):rule} but had no mind attached!");
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return;
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}
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var difficulty = 0f;
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foreach (var set in ent.Comp.Sets)
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{
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if (!_random.Prob(set.Prob))
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continue;
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for (var pick = 0; pick < set.MaxPicks && ent.Comp.MaxDifficulty > difficulty; pick++)
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{
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var remainingDifficulty = ent.Comp.MaxDifficulty - difficulty;
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if (_objectives.GetRandomObjective(mindId, mind, set.Groups, remainingDifficulty) is not { } objective)
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continue;
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_mind.AddObjective(mindId, mind, objective);
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var adding = Comp<ObjectiveComponent>(objective).Difficulty;
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difficulty += adding;
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Log.Debug($"Added objective {ToPrettyString(objective):objective} to {ToPrettyString(args.EntityUid):player} with {adding} difficulty");
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}
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}
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}
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}
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