Moved the uplink creation code to the PresetSuspicion.Start method to ensure uplink created when we give the traitor role (#1974)

Moved the starting TC balance to cvars
This commit is contained in:
creadth
2020-09-01 01:36:49 +03:00
committed by GitHub
parent 4d43a15cba
commit 12801ccf2c
2 changed files with 33 additions and 11 deletions

View File

@@ -9,9 +9,14 @@ using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using System.Collections.Generic;
using System.Linq;
using Content.Server.GameObjects.Components.GUI;
using Content.Server.GameObjects.Components.Items.Storage;
using Content.Server.GameObjects.Components.PDA;
using Content.Server.GameObjects.Components.Suspicion;
using Content.Server.Mobs.Roles;
using Content.Server.Mobs.Roles.Suspicion;
using Content.Shared.GameObjects.Components.Inventory;
using Content.Shared.GameObjects.Components.PDA;
using Content.Shared.Roles;
using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.Configuration;
@@ -32,6 +37,9 @@ namespace Content.Server.GameTicking.GamePresets
public int MinTraitors { get; set; }
public int PlayersPerTraitor { get; set; }
public int TraitorStartingBalance { get; set; }
public override bool DisallowLateJoin => true;
private static string TraitorID = "SuspicionTraitor";
@@ -42,6 +50,7 @@ namespace Content.Server.GameTicking.GamePresets
cfg.RegisterCVar("game.suspicion_min_players", 5);
cfg.RegisterCVar("game.suspicion_min_traitors", 2);
cfg.RegisterCVar("game.suspicion_players_per_traitor", 5);
cfg.RegisterCVar("game.suspicion_starting_balance", 20);
}
public override bool Start(IReadOnlyList<IPlayerSession> readyPlayers, bool force = false)
@@ -49,6 +58,7 @@ namespace Content.Server.GameTicking.GamePresets
MinPlayers = _cfg.GetCVar<int>("game.suspicion_min_players");
MinTraitors = _cfg.GetCVar<int>("game.suspicion_min_traitors");
PlayersPerTraitor = _cfg.GetCVar<int>("game.suspicion_players_per_traitor");
TraitorStartingBalance = _cfg.GetCVar<int>("game.suspicion_starting_balance");
if (!force && readyPlayers.Count < MinPlayers)
{
@@ -109,6 +119,28 @@ namespace Content.Server.GameTicking.GamePresets
var traitorRole = new SuspicionTraitorRole(mind, antagPrototype);
mind.AddRole(traitorRole);
traitors.Add(traitorRole);
// creadth: we need to create uplink for the antag.
// PDA should be in place already, so we just need to
// initiate uplink account.
var uplinkAccount =
new UplinkAccount(mind.OwnedEntity.Uid,
TraitorStartingBalance);
var inventory = mind.OwnedEntity.GetComponent<InventoryComponent>();
if (!inventory.TryGetSlotItem(EquipmentSlotDefines.Slots.IDCARD, out ItemComponent pdaItem))
{
continue;
}
var pda = pdaItem.Owner;
var pdaComponent = pda.GetComponent<PDAComponent>();
if (pdaComponent.IdSlotEmpty)
{
continue;
}
pdaComponent.InitUplinkAccount(uplinkAccount);
}
foreach (var player in list)
@@ -127,6 +159,7 @@ namespace Content.Server.GameTicking.GamePresets
return true;
}
public override string ModeTitle => "Suspicion";
public override string Description => "Suspicion on the Space Station. There are traitors on board... Can you kill them before they kill you?";
}

View File

@@ -861,17 +861,6 @@ namespace Content.Server.GameTicking
var accessTags = access.Tags;
accessTags.UnionWith(jobPrototype.Access);
pdaComponent.SetPDAOwner(characterName);
var mindComponent = mob.GetComponent<MindComponent>();
if (mindComponent.HasMind) //Redundancy checks.
{
if (mindComponent.Mind.AllRoles.Any(role => role.Antagonist)) //Give antags a new uplinkaccount.
{
var uplinkAccount =
new UplinkAccount(mob.Uid,
20); //TODO: make me into a variable based on server pop or something.
pdaComponent.InitUplinkAccount(uplinkAccount);
}
}
}
private void AddManifestEntry(string characterName, string jobId)