Upstream (#148)
* Content changes for engine delta-state PR (#28134) * Update GasTileOverlayState * Update DecalGridState * Update NavMapState * poke * poke2 * poke3 * Poke dem tests * Update engine to v223.0.0 (#28239) * Update RobustToolbox * Improve InteractionSystem range & BUI checks (#27999) * Improve InteractionSystem range & BUI checks * Ghost fixes * AAA * Fix test * fix nullable * revert to broadcast event * Fixes for eengine PR * Ah buckle code * ) * Update engine to v223.0.0 * Update engine to v223.1.0 * Update engine to v223.1.1 * Hotfix for crashes from bad item names (#28256) * Fix weapon error logs (#28264) * Update engine to v223.1.2 (#28273) * Update RobustToolbox * Update RobustToolbox * Fix dud modular grenade visuals (#28265) * Fix not networking whitelist and blacklist in storage component (#28238) * fix id card console not updating records (#28237) * fix id card console not updating records * test --------- Co-authored-by: deltanedas <@deltanedas:kde.org> * Remove the network tab (#28231) It is useless and bloat, if a user needs to change these settings they are free to modify their cvars manually via the clientconfig.toml file or via the cvar command. * antag objective issuing refactor (#28216) * add AntagObjectives from GenericAntag * add AntagRandomObjectives that traitor and thief can use * make ObjectivesSystem use initial character name which AntagSelection passes * make thief and traitor use AntagRandomObjectives * remove now unused locale * make sleeper agents rule use baseTraitorRule * restore dragon rule oop * bandaid for genericantag * real * typo --------- Co-authored-by: deltanedas <@deltanedas:kde.org> * move nukie profile loading into its own rule (#28208) * move profile loading out of nukeops rule * make BaseNukeopsRule and use AntagLoadProfileRule * untroll --------- Co-authored-by: deltanedas <@deltanedas:kde.org> * fix antagSelect * Objects ordered through cargo system shouldn't start anchored (#28115) * Order normal space heater instead of anchored variant * Make sure ordered objects don't spawn anchored * Order space heater flatpack instead of a regular space heater * Remove obsolete TODO * Remove unnecessary name --------- Co-authored-by: Eoin Mcloughlin <helloworld@eoinrul.es> * Move PendingZombieComponent to Shared (#28143) * Move PendingZombieComponent to Shared * network me boy --------- Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> * Make it possible to hide full health bars below a total damage threshold (#28127) * Make it possible to hide full health bars below a total damage threshold * Fix not setting state * Fix storage UI interactions (#28291) * Fix storage UI interactions * Add VV support * Fix stripping not marking interactions as handled (#28292) * Make NetworkConfigurator use BoundUserInterfaceCheckRangeEvent (#28293) * Fix hypodarts not injecting with people that have ANY outerclothing (#28301) Update darts.yml * fix borg ui mispredict opening (#28305) move borg ui junk to shared * Add loadout group check (#28311) Forgot to add it back in one of the rewrites. * fix mirror server crashes (#28318) * Remove bogus C# finalizers (#28315) Begging people to learn how this programming language works before throwing random syntax into a file. None of these finalizers ever worked. I also checked whether they were memory leaks and needed *proper* shutdown logic, but they're all instantiated-once UI controls that last for the entire lifetime of the program so it's probably fine. * Cleans up some entity-related spawnmenu stuff (#28234) * cleans up a lot of stuff in the spawnmenu * skibidi dode * spawners update * Revert "spawners update" This reverts commit bc27d9f556b29f6fb1f89cebbe0ac37e28319fd0. * fix antag selection being evil (#28197) * fix antag selection being evil * fix test * untroll the other tests * remove role timer troll * Allow tests to modify antag preferences * Fix antag selection * Misc test fixes * Add AntagPreferenceTest * Fix lazy mistakes * Test cleanup * Try stop players in lobbies from being assigned mid-round antags * ranting * I am going insane --------- Co-authored-by: deltanedas <@deltanedas:kde.org> Co-authored-by: ElectroJr <leonsfriedrich@gmail.com> * Revert "fix mirror server crashes (#28318)" This reverts commit bcb0e555b058a4049d0cdb32d64eaf86c35a67be. * fix * Update engine to 223.2.0 (#28329) * Update RobustToolbox * Update RobustToolbox --------- Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com> Co-authored-by: Tayrtahn <tayrtahn@gmail.com> Co-authored-by: DrSmugleaf <10968691+DrSmugleaf@users.noreply.github.com> Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: Vasilis <vasilis@pikachu.systems> Co-authored-by: eoineoineoin <github@eoinrul.es> Co-authored-by: Eoin Mcloughlin <helloworld@eoinrul.es> Co-authored-by: Ady4ik <141335742+Ady4ik@users.noreply.github.com> Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> Co-authored-by: Mr. 27 <45323883+Dutch-VanDerLinde@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: Flareguy <78941145+Flareguy@users.noreply.github.com> Co-authored-by: ElectroJr <leonsfriedrich@gmail.com> Co-authored-by: Kara <lunarautomaton6@gmail.com>
This commit is contained in:
@@ -36,14 +36,14 @@ public sealed class ObjectivesSystem : SharedObjectivesSystem
|
||||
private void OnRoundEndText(RoundEndTextAppendEvent ev)
|
||||
{
|
||||
// go through each gamerule getting data for the roundend summary.
|
||||
var summaries = new Dictionary<string, Dictionary<string, List<EntityUid>>>();
|
||||
var summaries = new Dictionary<string, Dictionary<string, List<(EntityUid, string)>>>();
|
||||
var query = EntityQueryEnumerator<GameRuleComponent>();
|
||||
while (query.MoveNext(out var uid, out var gameRule))
|
||||
{
|
||||
if (!_gameTicker.IsGameRuleAdded(uid, gameRule))
|
||||
continue;
|
||||
|
||||
var info = new ObjectivesTextGetInfoEvent(new List<EntityUid>(), string.Empty);
|
||||
var info = new ObjectivesTextGetInfoEvent(new List<(EntityUid, string)>(), string.Empty);
|
||||
RaiseLocalEvent(uid, ref info);
|
||||
if (info.Minds.Count == 0)
|
||||
continue;
|
||||
@@ -51,7 +51,7 @@ public sealed class ObjectivesSystem : SharedObjectivesSystem
|
||||
// first group the gamerules by their agents, for example 2 different dragons
|
||||
var agent = info.AgentName;
|
||||
if (!summaries.ContainsKey(agent))
|
||||
summaries[agent] = new Dictionary<string, List<EntityUid>>();
|
||||
summaries[agent] = new Dictionary<string, List<(EntityUid, string)>>();
|
||||
|
||||
var prepend = new ObjectivesTextPrependEvent("");
|
||||
RaiseLocalEvent(uid, ref prepend);
|
||||
@@ -79,7 +79,7 @@ public sealed class ObjectivesSystem : SharedObjectivesSystem
|
||||
foreach (var (_, minds) in summary)
|
||||
{
|
||||
total += minds.Count;
|
||||
totalInCustody += minds.Where(m => IsInCustody(m)).Count();
|
||||
totalInCustody += minds.Where(pair => IsInCustody(pair.Item1)).Count();
|
||||
}
|
||||
|
||||
var result = new StringBuilder();
|
||||
@@ -104,19 +104,16 @@ public sealed class ObjectivesSystem : SharedObjectivesSystem
|
||||
}
|
||||
}
|
||||
|
||||
private void AddSummary(StringBuilder result, string agent, List<EntityUid> minds)
|
||||
private void AddSummary(StringBuilder result, string agent, List<(EntityUid, string)> minds)
|
||||
{
|
||||
var agentSummaries = new List<(string summary, float successRate, int completedObjectives)>();
|
||||
|
||||
foreach (var mindId in minds)
|
||||
foreach (var (mindId, name) in minds)
|
||||
{
|
||||
if (!TryComp(mindId, out MindComponent? mind))
|
||||
continue;
|
||||
|
||||
var title = GetTitle(mindId, mind);
|
||||
if (title == null)
|
||||
if (!TryComp<MindComponent>(mindId, out var mind))
|
||||
continue;
|
||||
|
||||
var title = GetTitle((mindId, mind), name);
|
||||
var custody = IsInCustody(mindId, mind) ? Loc.GetString("objectives-in-custody") : string.Empty;
|
||||
|
||||
var objectives = mind.Objectives;
|
||||
@@ -238,34 +235,18 @@ public sealed class ObjectivesSystem : SharedObjectivesSystem
|
||||
|
||||
/// <summary>
|
||||
/// Get the title for a player's mind used in round end.
|
||||
/// Pass in the original entity name which is shown alongside username.
|
||||
/// </summary>
|
||||
public string? GetTitle(EntityUid mindId, MindComponent? mind = null)
|
||||
public string GetTitle(Entity<MindComponent?> mind, string name)
|
||||
{
|
||||
if (!Resolve(mindId, ref mind))
|
||||
return null;
|
||||
|
||||
var name = mind.CharacterName;
|
||||
var username = (string?) null;
|
||||
|
||||
if (mind.OriginalOwnerUserId != null &&
|
||||
_player.TryGetPlayerData(mind.OriginalOwnerUserId.Value, out var sessionData))
|
||||
if (Resolve(mind, ref mind.Comp) &&
|
||||
mind.Comp.OriginalOwnerUserId != null &&
|
||||
_player.TryGetPlayerData(mind.Comp.OriginalOwnerUserId.Value, out var sessionData))
|
||||
{
|
||||
username = sessionData.UserName;
|
||||
var username = sessionData.UserName;
|
||||
return Loc.GetString("objectives-player-user-named", ("user", username), ("name", name));
|
||||
}
|
||||
|
||||
|
||||
if (username != null)
|
||||
{
|
||||
if (name != null)
|
||||
return Loc.GetString("objectives-player-user-named", ("user", username), ("name", name));
|
||||
|
||||
return Loc.GetString("objectives-player-user", ("user", username));
|
||||
}
|
||||
|
||||
// nothing to identify the player by, just give up
|
||||
if (name == null)
|
||||
return null;
|
||||
|
||||
return Loc.GetString("objectives-player-named", ("name", name));
|
||||
}
|
||||
}
|
||||
@@ -279,7 +260,7 @@ public sealed class ObjectivesSystem : SharedObjectivesSystem
|
||||
/// The objectives system already checks if the game rule is added so you don't need to check that in this event's handler.
|
||||
/// </remarks>
|
||||
[ByRefEvent]
|
||||
public record struct ObjectivesTextGetInfoEvent(List<EntityUid> Minds, string AgentName);
|
||||
public record struct ObjectivesTextGetInfoEvent(List<(EntityUid, string)> Minds, string AgentName);
|
||||
|
||||
/// <summary>
|
||||
/// Raised on the game rule before text for each agent's objectives is added, letting you prepend something.
|
||||
|
||||
Reference in New Issue
Block a user