Revert "Oops, All Captains! (#14943)" (#14994)

This reverts commit 8128759ea8.
This commit is contained in:
Moony
2023-03-30 18:55:09 -05:00
committed by GitHub
parent 8128759ea8
commit 5cc78c2c75
8 changed files with 8 additions and 157 deletions

View File

@@ -1,73 +0,0 @@
using System.Linq;
using Content.Server.GameTicking.Presets;
using Content.Server.GameTicking.Rules.Configurations;
using Content.Server.Station.Components;
using Content.Shared.Random;
using Content.Shared.Random.Helpers;
using Robust.Shared.Map;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Configuration;
using Content.Shared.CCVar;
namespace Content.Server.GameTicking.Rules;
public sealed class AllCaptainsRuleSystem : GameRuleSystem
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly GameTicker _ticker = default!;
[Dependency] private readonly IConfigurationManager _cfg = default!;
public override string Prototype => "AllCaptains";
private EntityUid holdJobs; // dunno if there should only be one reference like this because I'm a ss14 noob but hey it's only gotta work one day :P
public override void Added()
{
}
public override void Started()
{
// temporarily disable role timers -- super hacky way workaround for client to be aware that role timers aren't required
// without having to set up some kind of replication
_cfg.SetCVar(CCVars.GameRoleTimers, false);
}
public override void Ended()
{
_cfg.SetCVar(CCVars.GameRoleTimers, true);
}
public StationJobsComponent GetJobs(EntityUid station)
{
if (!holdJobs.IsValid() || !HasComp<StationJobsComponent>(holdJobs)) // this doesn't check station parameter since all captains mode is the same for all stations.
{
holdJobs = Spawn(null, new EntityCoordinates(station, Vector2.Zero));
var stationJobs = AddComp<StationJobsComponent>(holdJobs);
// Create captains-only specific job list
var mapJobList = new Dictionary<string, List<int?>> {{"Captain", new List<int?>{int.MaxValue, int.MaxValue}}};
stationJobs.RoundStartTotalJobs = mapJobList.Values.Where(x => x[0] is not null && x[0] > 0).Sum(x => x[0]!.Value);
stationJobs.MidRoundTotalJobs = mapJobList.Values.Where(x => x[1] is not null && x[1] > 0).Sum(x => x[1]!.Value);
stationJobs.TotalJobs = stationJobs.MidRoundTotalJobs;
stationJobs.JobList = mapJobList.ToDictionary(x => x.Key, x =>
{
if (x.Value[1] <= -1)
return null;
return (uint?) x.Value[1];
});
stationJobs.RoundStartJobList = mapJobList.ToDictionary(x => x.Key, x =>
{
if (x.Value[0] <= -1)
return null;
return (uint?) x.Value[0];
});
stationJobs.OverflowJobs = new HashSet<string>{"Captain"}; //stationData.StationConfig.OverflowJobs.ToHashSet();
}
return Comp<StationJobsComponent>(holdJobs);
}
}

View File

@@ -36,7 +36,6 @@ public sealed class TraitorRuleSystem : GameRuleSystem
[Dependency] private readonly MobStateSystem _mobStateSystem = default!;
[Dependency] private readonly UplinkSystem _uplink = default!;
[Dependency] private readonly SharedAudioSystem _audioSystem = default!;
[Dependency] private readonly AllCaptainsRuleSystem _allCaptainsRule = default!;
private ISawmill _sawmill = default!;
@@ -179,8 +178,7 @@ public sealed class TraitorRuleSystem : GameRuleSystem
foreach (var player in candidates.Keys)
{
// Role prevents antag.
if (!(_allCaptainsRule != null && _allCaptainsRule.RuleStarted) && // all captains mode lets some of the captains be traitors :3
!(player.Data.ContentData()?.Mind?.AllRoles.All(role => role is not Job { CanBeAntag: false }) ?? false))
if (!(player.Data.ContentData()?.Mind?.AllRoles.All(role => role is not Job { CanBeAntag: false }) ?? false))
{
continue;
}
@@ -298,8 +296,7 @@ public sealed class TraitorRuleSystem : GameRuleSystem
if (ev.JobId == null || !_prototypeManager.TryIndex<JobPrototype>(ev.JobId, out var job))
return;
if (!job.CanBeAntag &&
!(_allCaptainsRule != null && _allCaptainsRule.RuleStarted)) // all captains mode lets some of the captains be traitors :3
if (!job.CanBeAntag)
return;
// Before the announcement is made, late-joiners are considered the same as players who readied.