Antag preferences and antag prototype (#1264)
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
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@@ -1,17 +1,23 @@
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using System;
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using System.Collections.Generic;
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using Content.Server.GameTicking.GameRules;
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using Content.Server.GameTicking.GameRules;
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using Content.Server.Interfaces;
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using Content.Server.Interfaces.Chat;
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using Content.Server.Interfaces.GameTicking;
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using Content.Server.Mobs.Roles;
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using Content.Server.Players;
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using Content.Server.Sandbox;
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using NFluidsynth;
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using Content.Shared.Antags;
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using Robust.Server.Interfaces.Player;
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using Robust.Shared.Interfaces.Random;
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using Robust.Shared.IoC;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Logger = Robust.Shared.Log.Logger;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Robust.Shared.Log;
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using System.Threading.Tasks;
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using Content.Shared.Preferences;
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namespace Content.Server.GameTicking.GamePresets
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{
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@@ -21,11 +27,14 @@ namespace Content.Server.GameTicking.GamePresets
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[Dependency] private readonly IChatManager _chatManager;
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[Dependency] private readonly IGameTicker _gameTicker;
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[Dependency] private readonly IRobustRandom _random;
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[Dependency] private IPrototypeManager _prototypeManager;
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#pragma warning restore 649
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public int MinPlayers { get; set; } = 5;
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public int MinTraitors { get; set; } = 2;
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public int PlayersPerTraitor { get; set; } = 5;
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private static string TraitorID = "SuspicionTraitor";
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private static string InnocentID = "SuspicionInnocent";
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public override bool Start(IReadOnlyList<IPlayerSession> readyPlayers, bool force = false)
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{
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@@ -36,20 +45,48 @@ namespace Content.Server.GameTicking.GamePresets
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}
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var list = new List<IPlayerSession>(readyPlayers);
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var prefList = new List<IPlayerSession>();
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foreach (var player in list)
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{
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if (!readyProfiles.ContainsKey(player.Name))
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{
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continue;
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}
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var profile = readyProfiles[player.Name];
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if (profile.AntagPreferences.Contains(_prototypeManager.Index<AntagPrototype>(TraitorID).Name))
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{
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prefList.Add(player);
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}
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}
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var numTraitors = Math.Clamp(readyPlayers.Count % PlayersPerTraitor,
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MinTraitors, readyPlayers.Count);
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for (var i = 0; i < numTraitors; i++)
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{
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var traitor = _random.PickAndTake(list);
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IPlayerSession traitor;
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if(prefList.Count() == 0)
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{
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traitor = _random.PickAndTake(list);
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Logger.InfoS("preset", "Insufficient preferred traitors, picking at random.");
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}
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else
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{
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traitor = _random.PickAndTake(prefList);
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list.Remove(traitor);
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Logger.InfoS("preset", "Selected a preferred traitor.");
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}
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var mind = traitor.Data.ContentData().Mind;
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mind.AddRole(new SuspicionTraitorRole(mind));
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var antagPrototype = _prototypeManager.Index<AntagPrototype>(TraitorID);
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mind.AddRole(new SuspicionTraitorRole(mind, antagPrototype));
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}
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foreach (var player in list)
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{
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var mind = player.Data.ContentData().Mind;
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mind.AddRole(new SuspicionInnocentRole(mind));
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var antagPrototype = _prototypeManager.Index<AntagPrototype>(InnocentID);
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mind.AddRole(new SuspicionInnocentRole(mind, antagPrototype));
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}
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_gameTicker.AddGameRule<RuleSuspicion>();
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