make thief a subgamemode (#25740)
* add SubGamemodes comp/sys * remove RuleChance from thief rule * use SubGamemodes for adding thief rule instead of adding ThiefRule component to random gamemodes * clean up thief rule prototype * add better logging + end rule if it fails to start * march 1st incident * preset ops * the dreaded --------- Co-authored-by: deltanedas <@deltanedas:kde.org>
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@@ -28,13 +28,12 @@
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- CarpRiftsObjective
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- DragonSurviveObjective
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# need for admin panel antag create (because the rule doesn't have a roundstart entity like TraitorRule)
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- type: entity
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id: Thief
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parent: BaseGameRule
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noSpawn: true
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parent: BaseGameRule
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id: Thief
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components:
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- type: ThiefRule
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- type: ThiefRule
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- type: entity
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noSpawn: true
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@@ -5,6 +5,16 @@
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components:
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- type: GameRule
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- type: entity
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noSpawn: true
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parent: BaseGameRule
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id: SubGamemodesRule
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components:
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- type: SubGamemodes
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rules:
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- id: Thief
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prob: 0.5
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- type: entity
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id: DeathMatch31
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parent: BaseGameRule
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@@ -62,8 +72,6 @@
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minPlayers: 20
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- type: NukeopsRule
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faction: Syndicate
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- type: ThiefRule #the thieves come as an extension of another gamemode
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ruleChance: 0.5
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- type: entity
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id: Pirates
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@@ -78,8 +86,6 @@
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noSpawn: true
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components:
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- type: TraitorRule
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- type: ThiefRule #the thieves come as an extension of another gamemode
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ruleChance: 0.5
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- type: entity
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id: Revolutionary
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@@ -87,8 +93,6 @@
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noSpawn: true
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components:
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- type: RevolutionaryRule
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- type: ThiefRule #the thieves come as an extension of another gamemode
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ruleChance: 0.5
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- type: entity
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id: Sandbox
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@@ -93,6 +93,7 @@
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showInVote: false
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rules:
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- Traitor
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- SubGamemodesRule
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- BasicStationEventScheduler
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- BasicRoundstartVariation
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@@ -118,6 +119,7 @@
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showInVote: false
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rules:
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- Nukeops
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- SubGamemodesRule
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- BasicStationEventScheduler
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- BasicRoundstartVariation
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@@ -132,6 +134,7 @@
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showInVote: false
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rules:
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- Revolutionary
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- SubGamemodesRule
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- BasicStationEventScheduler
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- BasicRoundstartVariation
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