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@@ -1,20 +1,17 @@
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using System.Linq;
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using Content.Server._Miracle.GulagSystem;
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using Content.Server.Antag;
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using Content.Server.Chat.Managers;
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using Content.Server.GameTicking;
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using Content.Server.GameTicking.Rules;
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using Content.Server.GameTicking.Rules.Components;
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using Content.Server.Mind;
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using Content.Server.NPC.Systems;
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using Content.Server.Objectives;
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using Content.Server.Roles;
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using Content.Shared._White.Mood;
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using Content.Shared.Changeling;
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using Content.Shared.GameTicking;
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using Content.Shared.NPC.Systems;
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using Content.Shared.Objectives.Components;
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using Content.Shared.Roles;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Robust.Server.Player;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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@@ -23,16 +20,14 @@ namespace Content.Server.Changeling;
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public sealed class ChangelingRuleSystem : GameRuleSystem<ChangelingRuleComponent>
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{
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[Dependency] private readonly AntagSelectionSystem _antagSelection = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly IChatManager _chatManager = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly NpcFactionSystem _npcFaction = default!;
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[Dependency] private readonly MindSystem _mindSystem = default!;
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[Dependency] private readonly SharedRoleSystem _roleSystem = default!;
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[Dependency] private readonly ObjectivesSystem _objectives = default!;
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[Dependency] private readonly ChangelingNameGenerator _nameGenerator = default!;
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[Dependency] private readonly GulagSystem _gulag = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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private const int PlayersPerChangeling = 15;
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private const int MaxChangelings = 4;
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@@ -40,8 +35,6 @@ public sealed class ChangelingRuleSystem : GameRuleSystem<ChangelingRuleComponen
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private const float ChangelingStartDelay = 3f * 60;
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private const float ChangelingStartDelayVariance = 3f * 60;
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private const int ChangelingMinPlayers = 15;
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private const int ChangelingMaxDifficulty = 5;
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private const int ChangelingMaxPicks = 20;
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@@ -65,197 +58,52 @@ public sealed class ChangelingRuleSystem : GameRuleSystem<ChangelingRuleComponen
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{
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base.ActiveTick(uid, component, gameRule, frameTime);
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if (component.SelectionStatus == ChangelingRuleComponent.SelectionState.ReadyToSelect &&
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_gameTiming.CurTime > component.AnnounceAt)
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if (component.SelectionStatus < ChangelingRuleComponent.SelectionState.Started &&
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component.AnnounceAt < _gameTiming.CurTime)
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{
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DoChangelingStart(component);
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component.SelectionStatus = ChangelingRuleComponent.SelectionState.Started;
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}
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}
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private void OnStartAttempt(RoundStartAttemptEvent ev)
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{
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var query = EntityQueryEnumerator<ChangelingRuleComponent, GameRuleComponent>();
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while (query.MoveNext(out var uid, out _, out var gameRule))
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{
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if (!GameTicker.IsGameRuleAdded(uid, gameRule))
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continue;
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if (!ev.Forced && ev.Players.Length < ChangelingMinPlayers)
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{
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_chatManager.SendAdminAnnouncement(Loc.GetString("changeling-not-enough-ready-players",
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("readyPlayersCount", ev.Players.Length), ("minimumPlayers", ChangelingMinPlayers)));
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ev.Cancel();
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continue;
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}
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if (ev.Players.Length == 0)
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{
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_chatManager.DispatchServerAnnouncement(Loc.GetString("changeling-no-one-ready"));
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ev.Cancel();
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}
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}
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}
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private void DoChangelingStart(ChangelingRuleComponent component)
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{
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if (component.StartCandidates.Count == 0)
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{
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Log.Error("Tried to start Changeling mode without any candidates.");
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return;
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}
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var numChangelings =
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MathHelper.Clamp(component.StartCandidates.Count / PlayersPerChangeling, 1, MaxChangelings);
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var changelingPool =
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_antagSelection.FindPotentialAntags(component.StartCandidates, component.ChangelingPrototypeId);
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var selectedChangelings = _antagSelection.PickAntag(numChangelings, changelingPool);
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foreach (var changeling in selectedChangelings)
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{
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MakeChangeling(changeling);
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}
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component.SelectionStatus = ChangelingRuleComponent.SelectionState.SelectionMade;
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TryRoundStartAttempt(ev, Loc.GetString("changeling-title"));
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}
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private void OnPlayersSpawned(RulePlayerJobsAssignedEvent ev)
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{
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var query = EntityQueryEnumerator<ChangelingRuleComponent, GameRuleComponent>();
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while (query.MoveNext(out var uid, out var changeling, out var gameRule))
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var query = QueryActiveRules();
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while (query.MoveNext(out _, out var changeling, out _))
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{
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if (!GameTicker.IsGameRuleAdded(uid, gameRule))
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continue;
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foreach (var player in ev.Players)
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{
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if (!ev.Profiles.ContainsKey(player.UserId))
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continue;
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changeling.StartCandidates[player] = ev.Profiles[player.UserId];
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}
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var delay = TimeSpan.FromSeconds(ChangelingStartDelay +
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_random.NextFloat(0f, ChangelingStartDelayVariance));
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changeling.AnnounceAt = _gameTiming.CurTime + delay;
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changeling.SelectionStatus = ChangelingRuleComponent.SelectionState.ReadyToSelect;
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changeling.SelectionStatus = ChangelingRuleComponent.SelectionState.ReadyToStart;
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}
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}
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public bool MakeChangeling(ICommonSession changeling, bool giveObjectives = true)
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{
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var changelingRule = EntityQuery<ChangelingRuleComponent>().FirstOrDefault();
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if (changelingRule == null)
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{
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GameTicker.StartGameRule("Changeling", out var ruleEntity);
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changelingRule = Comp<ChangelingRuleComponent>(ruleEntity);
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}
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if (!_mindSystem.TryGetMind(changeling, out var mindId, out var mind))
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{
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Log.Info("Failed getting mind for picked changeling.");
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return false;
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}
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if (HasComp<ChangelingRoleComponent>(mindId))
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{
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Log.Error($"Player {changeling.Name} is already a changeling.");
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return false;
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}
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if (mind.OwnedEntity is not { } entity)
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{
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Log.Error("Mind picked for changeling did not have an attached entity.");
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return false;
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}
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_roleSystem.MindAddRole(mindId, new ChangelingRoleComponent
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{
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PrototypeId = changelingRule.ChangelingPrototypeId
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}, mind);
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var briefing = Loc.GetString("changeling-role-briefing-short");
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_roleSystem.MindAddRole(mindId, new RoleBriefingComponent
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{
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Briefing = briefing
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}, mind, true);
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_roleSystem.MindPlaySound(mindId, changelingRule.GreetSoundNotification, mind);
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SendChangelingBriefing(mindId);
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changelingRule.ChangelingMinds.Add(mindId);
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// Change the faction
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_npcFaction.RemoveFaction(entity, "NanoTrasen", false);
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_npcFaction.AddFaction(entity, "Syndicate");
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EnsureComp<ChangelingComponent>(entity, out var readyChangeling);
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readyChangeling.HiveName = _nameGenerator.GetName();
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Dirty(entity, readyChangeling);
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if (!giveObjectives)
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return true;
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var difficulty = 0f;
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for (var pick = 0; pick < ChangelingMaxPicks && ChangelingMaxDifficulty > difficulty; pick++)
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{
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var objective = _objectives.GetRandomObjective(mindId, mind, "ChangelingObjectiveGroups");
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if (objective == null)
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continue;
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_mindSystem.AddObjective(mindId, mind, objective.Value);
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difficulty += Comp<ObjectiveComponent>(objective.Value).Difficulty;
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}
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return true;
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}
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private void SendChangelingBriefing(EntityUid mind)
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{
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if (!_mindSystem.TryGetSession(mind, out var session))
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return;
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_chatManager.DispatchServerMessage(session, Loc.GetString("changeling-role-greeting"));
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}
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private void HandleLatejoin(PlayerSpawnCompleteEvent ev)
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{
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var query = EntityQueryEnumerator<ChangelingRuleComponent, GameRuleComponent>();
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while (query.MoveNext(out var uid, out var changeling, out var gameRule))
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var query = QueryActiveRules();
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while (query.MoveNext(out _, out var changeling, out _))
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{
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if (!GameTicker.IsGameRuleAdded(uid, gameRule))
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continue;
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if (changeling.TotalChangelings >= MaxChangelings)
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continue;
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if (_gulag.IsUserGulaged(ev.Player.UserId, out _))
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continue;
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if (!ev.LateJoin)
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continue;
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if (!ev.Profile.AntagPreferences.Contains(changeling.ChangelingPrototypeId))
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continue;
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if (ev.JobId == null || !_prototypeManager.TryIndex<JobPrototype>(ev.JobId, out var job))
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continue;
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if (!job.CanBeAntag)
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if (!_antagSelection.IsPlayerEligible(ev.Player, changeling.ChangelingPrototypeId))
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continue;
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// Before the announcement is made, late-joiners are considered the same as players who readied.
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if (changeling.SelectionStatus < ChangelingRuleComponent.SelectionState.SelectionMade)
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{
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changeling.StartCandidates[ev.Player] = ev.Profile;
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if (changeling.SelectionStatus < ChangelingRuleComponent.SelectionState.Started)
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continue;
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}
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var target = PlayersPerChangeling * changeling.TotalChangelings + 1;
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var chance = 1f / PlayersPerChangeling;
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if (ev.JoinOrder < target)
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@@ -272,11 +120,16 @@ public sealed class ChangelingRuleSystem : GameRuleSystem<ChangelingRuleComponen
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if (_random.Prob(chance))
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{
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MakeChangeling(ev.Player);
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MakeChangeling(ev.Mob, changeling);
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}
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}
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}
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private void ClearUsedNames(RoundRestartCleanupEvent ev)
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{
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_nameGenerator.ClearUsed();
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}
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private void OnObjectivesTextGetInfo(
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EntityUid uid,
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ChangelingRuleComponent comp,
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@@ -286,8 +139,82 @@ public sealed class ChangelingRuleSystem : GameRuleSystem<ChangelingRuleComponen
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args.AgentName = Loc.GetString("changeling-round-end-agent-name");
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}
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private void ClearUsedNames(RoundRestartCleanupEvent ev)
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private void DoChangelingStart(ChangelingRuleComponent component)
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{
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_nameGenerator.ClearUsed();
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var eligiblePlayers =
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_antagSelection.GetEligiblePlayers(_playerManager.Sessions, component.ChangelingPrototypeId);
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if (eligiblePlayers.Count == 0)
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{
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return;
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}
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var changelingsToSelect =
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_antagSelection.CalculateAntagCount(_playerManager.PlayerCount, PlayersPerChangeling, MaxChangelings);
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var selectedChangelings = _antagSelection.ChooseAntags(changelingsToSelect, eligiblePlayers);
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foreach (var changeling in selectedChangelings)
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{
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MakeChangeling(changeling, component);
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}
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}
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}
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public bool MakeChangeling(EntityUid changeling, ChangelingRuleComponent rule, bool giveObjectives = true)
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{
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if (!_mindSystem.TryGetMind(changeling, out var mindId, out var mind))
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{
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return false;
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}
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if (HasComp<ChangelingRoleComponent>(mindId))
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{
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Log.Error($"Player {mind.CharacterName} is already a changeling.");
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return false;
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}
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var briefing = Loc.GetString("changeling-role-briefing-short");
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_antagSelection.SendBriefing(changeling, briefing, null, rule.GreetSoundNotification);
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rule.ChangelingMinds.Add(mindId);
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_roleSystem.MindAddRole(mindId, new ChangelingRoleComponent
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{
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PrototypeId = rule.ChangelingPrototypeId
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}, mind);
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_roleSystem.MindAddRole(mindId, new RoleBriefingComponent
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{
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Briefing = briefing
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}, mind, true);
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// Change the faction
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_npcFaction.RemoveFaction(changeling, "NanoTrasen", false);
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_npcFaction.AddFaction(changeling, "Syndicate");
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EnsureComp<ChangelingComponent>(changeling, out var readyChangeling);
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readyChangeling.HiveName = _nameGenerator.GetName();
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Dirty(changeling, readyChangeling);
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RaiseLocalEvent(mindId, new MoodEffectEvent("TraitorFocused")); // WD edit
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if (!giveObjectives)
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return true;
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var difficulty = 0f;
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for (var pick = 0; pick < ChangelingMaxPicks && ChangelingMaxDifficulty > difficulty; pick++)
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{
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var objective = _objectives.GetRandomObjective(mindId, mind, "ChangelingObjectiveGroups");
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if (objective == null)
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continue;
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_mindSystem.AddObjective(mindId, mind, objective.Value);
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var adding = Comp<ObjectiveComponent>(objective.Value).Difficulty;
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difficulty += adding;
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Log.Debug($"Added objective {ToPrettyString(objective):objective} with {adding} difficulty");
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}
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return true;
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}
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}
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