Всякое (#104)
* - tweak: Revert mistakes. * - tweak: Limit tempgun max temperature. * - tweak: Gamemode tweaks. * - tweak: Shuttle aren't messy anymore. * - tweak: Vent critters spawn tweaks. * - tweak: No stamina cost for mining weapons. * - tweak: Better block. * - add: Cool attack animations. * - fix: Fix sprite. * - add: Stun baton now shows charge. * - tweak: Add cult to all in once.
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@@ -1,4 +1,5 @@
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using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using Content.Server.GameTicking.Rules.Components;
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using Content.Server.Station.Components;
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using Robust.Shared.Collections;
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@@ -107,6 +108,12 @@ public abstract partial class GameRuleSystem<T> where T: IComponent
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targetGrid = RobustRandom.Pick(possibleTargets);
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foreach (var target in possibleTargets.Where(HasComp<BecomesStationComponent>)) // WD
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{
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targetGrid = target;
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break;
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}
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if (!TryComp<MapGridComponent>(targetGrid, out var gridComp))
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return false;
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@@ -13,6 +13,7 @@ using Content.Server.Revolutionary;
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using Content.Server.Revolutionary.Components;
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using Content.Server.Roles;
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using Content.Server.RoundEnd;
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using Content.Server.StationEvents.Components;
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using Content.Shared.Chat;
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using Content.Shared.Database;
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using Content.Shared.Humanoid;
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@@ -51,6 +52,7 @@ public sealed class RevolutionaryRuleSystem : GameRuleSystem<RevolutionaryRuleCo
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[Dependency] private readonly SharedStunSystem _stun = default!;
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[Dependency] private readonly RoundEndSystem _roundEnd = default!;
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[Dependency] private readonly AudioSystem _audioSystem = default!;
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[Dependency] private readonly GameTicker _gameTicker = default!; // WD
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[ValidatePrototypeId<NpcFactionPrototype>]
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public const string RevolutionaryNpcFaction = "Revolutionary";
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@@ -87,8 +89,13 @@ public sealed class RevolutionaryRuleSystem : GameRuleSystem<RevolutionaryRuleCo
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if (CheckCommandLose())
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{
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// _roundEnd.DoRoundEndBehavior(RoundEndBehavior.ShuttleCall, component.ShuttleCallTime);
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_roundEnd.EndRound(); // WD EDIT
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// WD EDIT START
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// Basically check for all in once gamemode
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if (_gameTicker.GetActiveGameRules().Where(HasComp<RampingStationEventSchedulerComponent>).Any())
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_roundEnd.DoRoundEndBehavior(RoundEndBehavior.ShuttleCall, component.ShuttleCallTime);
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else
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_roundEnd.EndRound();
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// WD EDIT END
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GameTicker.EndGameRule(uid, gameRule);
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}
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}
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