Fix warnings and code cleanup/fixes (#13570)

This commit is contained in:
Visne
2023-01-19 03:56:45 +01:00
committed by GitHub
parent 3ca5a0224b
commit c6d3e4f3bd
265 changed files with 499 additions and 666 deletions

View File

@@ -81,7 +81,6 @@ public sealed class TraitorRuleSystem : GameRuleSystem
{
_chatManager.DispatchServerAnnouncement(Loc.GetString("traitor-no-one-ready"));
ev.Cancel();
return;
}
}
@@ -239,7 +238,7 @@ public sealed class TraitorRuleSystem : GameRuleSystem
float chance = (1f / _playersPerTraitor);
/// If we have too many traitors, divide by how many players below target for next traitor we are.
// If we have too many traitors, divide by how many players below target for next traitor we are.
if (ev.JoinOrder < target)
{
chance /= (target - ev.JoinOrder);
@@ -252,7 +251,7 @@ public sealed class TraitorRuleSystem : GameRuleSystem
// Now that we've calculated our chance, roll and make them a traitor if we roll under.
// You get one shot.
if (_random.Prob((float) chance))
if (_random.Prob(chance))
{
MakeTraitor(ev.Player);
}
@@ -330,10 +329,10 @@ public sealed class TraitorRuleSystem : GameRuleSystem
ev.AddLine(result);
}
public IEnumerable<Traitor.TraitorRole> GetOtherTraitorsAliveAndConnected(Mind.Mind ourMind)
public IEnumerable<TraitorRole> GetOtherTraitorsAliveAndConnected(Mind.Mind ourMind)
{
var traitors = Traitors;
List<Traitor.TraitorRole> removeList = new();
List<TraitorRole> removeList = new();
return Traitors // don't want
.Where(t => t.Mind is not null) // no mind