Fix warnings and code cleanup/fixes (#13570)
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@@ -256,7 +256,6 @@ public sealed class PiratesRuleSystem : GameRuleSystem
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{
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_chatManager.DispatchServerAnnouncement(Loc.GetString("nukeops-no-one-ready"));
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ev.Cancel();
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return;
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}
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}
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}
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@@ -23,9 +23,7 @@ public sealed class SecretRuleSystem : GameRuleSystem
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public override void Ended()
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{
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// noop
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// Preset should already handle it.
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return;
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}
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private void PickRule()
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@@ -114,7 +114,6 @@ public sealed class SuspicionRuleSystem : GameRuleSystem
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{
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_chatManager.DispatchServerAnnouncement("No players readied up! Can't start Suspicion.");
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ev.Cancel();
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return;
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}
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}
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@@ -176,8 +175,7 @@ public sealed class SuspicionRuleSystem : GameRuleSystem
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traitors.Add(traitorRole);
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// try to place uplink
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if (!_uplink.AddUplink(mind.OwnedEntity!.Value, traitorStartingBalance))
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continue;
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_uplink.AddUplink(mind.OwnedEntity!.Value, traitorStartingBalance);
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}
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foreach (var player in list)
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@@ -81,7 +81,6 @@ public sealed class TraitorRuleSystem : GameRuleSystem
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{
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_chatManager.DispatchServerAnnouncement(Loc.GetString("traitor-no-one-ready"));
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ev.Cancel();
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return;
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}
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}
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@@ -239,7 +238,7 @@ public sealed class TraitorRuleSystem : GameRuleSystem
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float chance = (1f / _playersPerTraitor);
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/// If we have too many traitors, divide by how many players below target for next traitor we are.
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// If we have too many traitors, divide by how many players below target for next traitor we are.
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if (ev.JoinOrder < target)
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{
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chance /= (target - ev.JoinOrder);
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@@ -252,7 +251,7 @@ public sealed class TraitorRuleSystem : GameRuleSystem
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// Now that we've calculated our chance, roll and make them a traitor if we roll under.
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// You get one shot.
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if (_random.Prob((float) chance))
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if (_random.Prob(chance))
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{
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MakeTraitor(ev.Player);
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}
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@@ -330,10 +329,10 @@ public sealed class TraitorRuleSystem : GameRuleSystem
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ev.AddLine(result);
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}
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public IEnumerable<Traitor.TraitorRole> GetOtherTraitorsAliveAndConnected(Mind.Mind ourMind)
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public IEnumerable<TraitorRole> GetOtherTraitorsAliveAndConnected(Mind.Mind ourMind)
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{
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var traitors = Traitors;
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List<Traitor.TraitorRole> removeList = new();
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List<TraitorRole> removeList = new();
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return Traitors // don't want
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.Where(t => t.Mind is not null) // no mind
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@@ -1,3 +1,4 @@
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using System.Globalization;
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using System.Linq;
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using Content.Server.Actions;
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using Content.Server.Chat.Managers;
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@@ -77,9 +78,9 @@ public sealed class ZombieRuleSystem : GameRuleSystem
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else if (percent <= 0.25)
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ev.AddLine(Loc.GetString("zombie-round-end-amount-low"));
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else if (percent <= 0.5)
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ev.AddLine(Loc.GetString("zombie-round-end-amount-medium", ("percent", Math.Round((percent * 100), 2).ToString())));
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ev.AddLine(Loc.GetString("zombie-round-end-amount-medium", ("percent", Math.Round((percent * 100), 2).ToString(CultureInfo.InvariantCulture))));
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else if (percent < 1)
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ev.AddLine(Loc.GetString("zombie-round-end-amount-high", ("percent", Math.Round((percent * 100), 2).ToString())));
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ev.AddLine(Loc.GetString("zombie-round-end-amount-high", ("percent", Math.Round((percent * 100), 2).ToString(CultureInfo.InvariantCulture))));
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else
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ev.AddLine(Loc.GetString("zombie-round-end-amount-all"));
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@@ -174,7 +175,6 @@ public sealed class ZombieRuleSystem : GameRuleSystem
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{
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_chatManager.DispatchServerAnnouncement(Loc.GetString("zombie-no-one-ready"));
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ev.Cancel();
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return;
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}
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}
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@@ -216,7 +216,7 @@ public sealed class ZombieRuleSystem : GameRuleSystem
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livingHumans.Add(mob.Owner);
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}
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}
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return ((float) livingZombies.Count) / (float) totalPlayers.Count;
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return livingZombies.Count / (float) totalPlayers.Count;
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}
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/// <summary>
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