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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
66 lines
1.9 KiB
C#
66 lines
1.9 KiB
C#
using Content.Server.Objectives.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.Objectives.Components;
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namespace Content.Server.Objectives.Systems;
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public sealed partial class ObjectiveLimitSystem : EntitySystem
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{
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ObjectiveLimitComponent, RequirementCheckEvent>(OnCheck);
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}
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private void OnCheck(Entity<ObjectiveLimitComponent> ent, ref RequirementCheckEvent args)
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{
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if (args.Cancelled)
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return;
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if (Prototype(ent)?.ID is not {} proto)
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{
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Log.Error($"ObjectiveLimit used for non-prototyped objective {ent}");
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return;
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}
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var remaining = ent.Comp.Limit;
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// all traitor rules are considered
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// maybe this would interfere with multistation stuff in the future but eh
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foreach (var rule in EntityQuery<TraitorRuleComponent>())
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{
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foreach (var mindId in rule.TraitorMinds)
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{
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if (mindId == args.MindId || !HasObjective(mindId, proto))
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continue;
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remaining--;
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// limit has been reached, prevent adding the objective
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if (remaining == 0)
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{
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args.Cancelled = true;
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return;
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}
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}
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}
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}
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/// <summary>
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/// Returns true if the mind has an objective of a certain prototype.
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/// </summary>
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public bool HasObjective(EntityUid mindId, string proto, MindComponent? mind = null)
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{
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if (!Resolve(mindId, ref mind))
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return false;
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foreach (var objective in mind.Objectives)
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{
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if (Prototype(objective)?.ID == proto)
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return true;
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}
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return false;
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}
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}
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