Adds shoddy death match system.
It barely even works but oh well.
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@@ -79,6 +79,8 @@ namespace Content.Server.GameTicking
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private readonly Random _spawnRandom = new Random();
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[ViewVariables] private readonly List<GameRule> _gameRules = new List<GameRule>();
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#pragma warning disable 649
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[Dependency] private IEntityManager _entityManager;
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[Dependency] private IMapManager _mapManager;
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@@ -88,6 +90,7 @@ namespace Content.Server.GameTicking
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[Dependency] private IPlayerManager _playerManager;
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[Dependency] private IChatManager _chatManager;
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[Dependency] private IServerNetManager _netManager;
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[Dependency] private IDynamicTypeFactory _dynamicTypeFactory;
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#pragma warning restore 649
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public void Initialize()
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@@ -150,7 +153,7 @@ namespace Content.Server.GameTicking
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RunLevel = GameRunLevel.InRound;
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// TODO: Allow other presets to be selected.
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var preset = new PresetTraitor();
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var preset = _dynamicTypeFactory.CreateInstance<PresetTraitor>();
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preset.Start();
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foreach (var (playerSession, ready) in _playersInLobby.ToList())
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@@ -219,6 +222,30 @@ namespace Content.Server.GameTicking
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_netManager.ServerSendMessage(_getStatusMsg(player), player.ConnectedClient);
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}
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public T AddGameRule<T>() where T : GameRule, new()
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{
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var instance = _dynamicTypeFactory.CreateInstance<T>();
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_gameRules.Add(instance);
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instance.Added();
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return instance;
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}
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public void RemoveGameRule(GameRule rule)
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{
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if (_gameRules.Contains(rule))
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{
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return;
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}
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rule.Removed();
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_gameRules.Remove(rule);
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}
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public IEnumerable<GameRule> ActiveGameRules => _gameRules;
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private IEntity _spawnPlayerMob()
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{
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var entity = _entityManager.ForceSpawnEntityAt(PlayerPrototypeName, _getLateJoinSpawnPoint());
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@@ -290,6 +317,14 @@ namespace Content.Server.GameTicking
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{
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unCastData.ContentData().WipeMind();
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}
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// Clear up any game rules.
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foreach (var rule in _gameRules)
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{
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rule.Removed();
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}
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_gameRules.Clear();
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}
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private void _preRoundSetup()
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