Seal/abstract/virtual everything (#6739)
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@@ -4,7 +4,7 @@ using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Server.GameTicking.Rules;
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[Prototype("gameRule")]
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public class GameRulePrototype : IPrototype
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public sealed class GameRulePrototype : IPrototype
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{
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[DataField("id", required:true)]
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public string ID { get; } = default!;
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@@ -9,7 +9,7 @@ using Timer = Robust.Shared.Timing.Timer;
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namespace Content.Server.GameTicking.Rules;
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public class InactivityTimeRestartRuleSystem : GameRuleSystem
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public sealed class InactivityTimeRestartRuleSystem : GameRuleSystem
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{
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[Dependency] private readonly IChatManager _chatManager = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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@@ -3,7 +3,7 @@ using Robust.Shared.IoC;
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namespace Content.Server.GameTicking.Rules;
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public class SandboxRuleSystem : GameRuleSystem
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public sealed class SandboxRuleSystem : GameRuleSystem
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{
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[Dependency] private readonly ISandboxManager _sandbox = default!;
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@@ -32,7 +32,7 @@ using Robust.Shared.Random;
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namespace Content.Server.GameTicking.Rules;
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public class TraitorDeathMatchRuleSystem : GameRuleSystem
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public sealed class TraitorDeathMatchRuleSystem : GameRuleSystem
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{
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[Dependency] private readonly IConfigurationManager _cfg = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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@@ -27,7 +27,7 @@ using Robust.Shared.Utility;
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namespace Content.Server.GameTicking.Rules;
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public class TraitorRuleSystem : GameRuleSystem
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public sealed class TraitorRuleSystem : GameRuleSystem
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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@@ -41,7 +41,7 @@ public class TraitorRuleSystem : GameRuleSystem
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private readonly List<TraitorRole> _traitors = new ();
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private const string TraitorPrototypeID = "Traitor";
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public int TotalTraitors => _traitors.Count;
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public override void Initialize()
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@@ -188,7 +188,7 @@ public class TraitorRuleSystem : GameRuleSystem
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if (traitor.Mind.TryAddObjective(objective))
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difficulty += objective.Difficulty;
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}
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//give traitors their codewords to keep in their character info menu
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traitor.Mind.Briefing = Loc.GetString("traitor-role-codewords", ("codewords", string.Join(", ",codewords)));
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}
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