New Thief minor antagonist (#21520)
* start working * add right-click thief antagins some architecture restruct * add meh thief greeting audio * add thief subgamemode to Traitors gamemode * add late join thief (not tested yet) add briefing * add pacifism * add Steal tasks to thief * fix crash thief+traitor on person * add new condition: collection steal * add tracking of succes collection objective * add stamp collection target remove some boring steal target add check pulling entity to collection target * finalize first 2 group objective * start merging stealing objective systems * merging * finish merging. Now traitor steal objective work better * we don't check the items of pullable sentient entity * clear naming, enable thief signle item objective start * objective pack add * finish with steal item objectives * convert string to ProtoId<> * some clean up * add thieves to revolution game mode * Update Resources/Locale/en-US/game-ticking/game-presets/preset-thief.ftl Co-authored-by: Flareguy <78941145+Flareguy@users.noreply.github.com> * Update Resources/Locale/en-US/game-ticking/game-presets/preset-thief.ftl Co-authored-by: Flareguy <78941145+Flareguy@users.noreply.github.com> * update pacifism: fix crashing, monkey-thief without pacified * adaptive animal briefing, cleaning locales * add structure steal objectives * remove RCD target * add thiefs to manifest, but bug with traitor duplications * add escape objective * add chat briefing * setup animal objective group system * add animal steal objectives * add animal objectives notroleconditions * add morty * now thief mode has a chance of not launching Now there are a random number of thieves per round from 1 to 3 * 6 hours of trying to fix duplicate tasks. Failure * added thief pinpointer (buggy) * start thief backpack UI work * revert pinpointer for scope reason * UI continue work * add thief starter kits content * remove ERP kit :trollface: * finally! giving starting items to thief. Now it playable, but still need more work * clean up * fix * fox * add merged items into thief new Starting Kit (buggy) * fix YES antag menu * objection tweaks * remove hearts objective, working on spawning things from toolbox * smug * fixes * add race specifier objective condition LAMPS * meh * fix fix fix * the alive * Adding stamps * Update backpack.ftl * Revert1 * Revert ftl * add voice mask to communicator kit * Update Resources/Locale/en-US/administration/antag.ftl Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com> * Update Resources/Locale/en-US/game-ticking/game-presets/preset-thief.ftl Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com> * Update Resources/Locale/en-US/thief/backpack.ftl Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com> * Update Resources/Locale/en-US/objectives/conditions/steal.ftl Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com> * Update Resources/Locale/en-US/thief/backpack.ftl Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com> * Update Resources/Locale/en-US/thief/backpack.ftl Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com> * Update Resources/Locale/en-US/thief/backpack.ftl Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com> * Update Resources/Locale/en-US/thief/backpack.ftl Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com> * Update Resources/Locale/en-US/prototypes/roles/antags.ftl Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com> * Update Resources/Locale/en-US/thief/backpack.ftl Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com> * update * fix * more reusable function, add documentation * fix doc * faint fixes --------- Co-authored-by: Flareguy <78941145+Flareguy@users.noreply.github.com> Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com>
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@@ -25,6 +25,7 @@ using Robust.Server.Audio;
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using Robust.Server.Containers;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Content.Server.Shuttles.Components;
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namespace Content.Server.Antag;
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@@ -149,6 +150,72 @@ public sealed class AntagSelectionSystem : GameRuleSystem<GameRuleComponent>
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}
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}
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/// <summary>
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/// The function walks through all players, checking their role and preferences to generate a list of players who can become antagonists.
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/// </summary>
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/// <param name="candidates">a list of players to check out</param>
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/// <param name="antagPreferenceId">antagonist's code id</param>
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/// <returns></returns>
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public List<ICommonSession> FindPotentialAntags(in Dictionary<ICommonSession, HumanoidCharacterProfile> candidates, string antagPreferenceId)
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{
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var list = new List<ICommonSession>();
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var pendingQuery = GetEntityQuery<PendingClockInComponent>();
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foreach (var player in candidates.Keys)
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{
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// Role prevents antag.
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if (!_jobs.CanBeAntag(player))
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continue;
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// Latejoin
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if (player.AttachedEntity != null && pendingQuery.HasComponent(player.AttachedEntity.Value))
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continue;
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list.Add(player);
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}
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var prefList = new List<ICommonSession>();
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foreach (var player in list)
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{
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//player preferences to play as this antag
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var profile = candidates[player];
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if (profile.AntagPreferences.Contains(antagPreferenceId))
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{
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prefList.Add(player);
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}
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}
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if (prefList.Count == 0)
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{
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Log.Info($"Insufficient preferred antag:{antagPreferenceId}, picking at random.");
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prefList = list;
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}
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return prefList;
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}
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/// <summary>
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/// selects the specified number of players from the list
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/// </summary>
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/// <param name="antagCount">how many players to take</param>
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/// <param name="prefList">a list of players from which to draw</param>
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/// <returns></returns>
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public List<ICommonSession> PickAntag(int antagCount, List<ICommonSession> prefList)
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{
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var results = new List<ICommonSession>(antagCount);
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if (prefList.Count == 0)
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{
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Log.Info("Insufficient ready players to fill up with antags, stopping the selection.");
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return results;
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}
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for (var i = 0; i < antagCount; i++)
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{
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results.Add(_random.PickAndTake(prefList));
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Log.Info("Selected a preferred antag.");
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}
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return results;
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}
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/// <summary>
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/// Will take a group of entities and check if they are all alive or dead
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/// </summary>
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