CatStation/Content.Server/Objectives/Systems/MultipleTraitorsRequirementSystem.cs
Princess Cheeseballs 2c6ffecf62
Move GameTicker to Shared (#45834)
* 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
2026-09-16 19:34:19 +00:00

30 lines
963 B
C#

using Content.Server.GameTicking.Rules;
using Content.Server.Objectives.Components;
using Content.Shared.GameTicking.Rules;
using Content.Shared.Objectives.Components;
namespace Content.Server.Objectives.Systems;
/// <summary>
/// Handles requiring multiple traitors being alive for the objective to be given.
/// </summary>
public sealed partial class MultipleTraitorsRequirementSystem : EntitySystem
{
[Dependency] private TraitorRuleSystem _traitorRule = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<MultipleTraitorsRequirementComponent, RequirementCheckEvent>(OnCheck);
}
private void OnCheck(EntityUid uid, MultipleTraitorsRequirementComponent comp, ref RequirementCheckEvent args)
{
if (args.Cancelled)
return;
if (_traitorRule.GetOtherTraitorMindsAliveAndConnected(args.Mind).Count < comp.Traitors)
args.Cancelled = true;
}
}