Traitor (#2566)
* basic implementation * minor fixes * objectives temp commit * proper onstart bind * changes all conditions to be bound to a mind-instance * oops * oops v2 * adds possiblity to enable duplicate assignment of objective equal objectives are unable to be added * minor fixes, adds greentext * refactors incompatability to be defined by requirements * fixes a wrong whitespace * minor fix * addressed reviews v1 * address reviews v2 Co-authored-by: Exp <theexp111@gmail.com> * final sweep * adds/refactors traitor&sss cvars * Update Content.Server/Mobs/Mind.cs * never trust github web * adds datasets & makes codewords use them * addresses exp's reviews * addressed zumos reviews Co-authored-by: Paul <ritter.paul1+git@googlemail.com> Co-authored-by: Exp <theexp111@gmail.com>
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@@ -47,10 +47,10 @@ namespace Content.Server.GameTicking.GamePresets
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public override bool Start(IReadOnlyList<IPlayerSession> readyPlayers, bool force = false)
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{
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MinPlayers = _cfg.GetCVar(CCVars.GameSuspicionMinPlayers);
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MinTraitors = _cfg.GetCVar(CCVars.GameSuspicionMinTraitors);
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PlayersPerTraitor = _cfg.GetCVar(CCVars.GameSuspicionPlayersPerTraitor);
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TraitorStartingBalance = _cfg.GetCVar(CCVars.GameSuspicionStartingBalance);
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MinPlayers = _cfg.GetCVar(CCVars.SuspicionMinPlayers);
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MinTraitors = _cfg.GetCVar(CCVars.SuspicionMinTraitors);
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PlayersPerTraitor = _cfg.GetCVar(CCVars.SuspicionPlayersPerTraitor);
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TraitorStartingBalance = _cfg.GetCVar(CCVars.SuspicionStartingBalance);
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if (!force && readyPlayers.Count < MinPlayers)
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{
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