Traitor Deathmatch (#2719)

* Traitor Deathmatch: Add the preset [Rebase onto factors line]

* Traitor Deathmatch: Being a human head or other not-quite-fully-animate object counts as dead. [ROFL]

* Traitor Deathmatch: Add redemption machine (but it doesn't work) [ROFL]

* Traitor Deathmatch: Map in redemption machines [ROFL]

* Traitor Deathmatch: Make the rounds end properly [ROFL]

* Traitor Deathmatch: PDA redemption works [ROFL]

* Traitor Deathmatch: New redemption machine sprite ( @Tomeno )

* Traitor Deathmatch: Get rid of redundant using

* Traitor Deathmatch: Change scoring, prevent redeeming your own PDA, fix bug where PDAs are not tagged with their owner names

* Traitor Deathmatch: Better messages, change cvar name, don't count ghosts for spawnpoint selection
This commit is contained in:
20kdc
2020-12-13 15:00:49 +00:00
committed by GitHub
parent 4ea18f2449
commit fd0df9a00a
15 changed files with 514 additions and 4 deletions

View File

@@ -1,6 +1,7 @@
#nullable enable
using System.Diagnostics.CodeAnalysis;
using Content.Server.GameObjects.EntitySystems;
using Content.Shared.Atmos;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.GameObjects.Components;
@@ -38,6 +39,23 @@ namespace Content.Server.Atmos
return !Equals(air = coordinates.GetTileAir(entityManager)!, default);
}
public static bool IsTileAirProbablySafe(this EntityCoordinates coordinates)
{
// Note that oxygen mix isn't checked, but survival boxes make that not necessary.
var air = coordinates.GetTileAir();
if (air == null)
return false;
if (air.Pressure <= Atmospherics.WarningLowPressure)
return false;
if (air.Pressure >= Atmospherics.WarningHighPressure)
return false;
if (air.Temperature <= 260)
return false;
if (air.Temperature >= 360)
return false;
return true;
}
public static TileAtmosphere GetTileAtmosphere(this Vector2i indices, GridId gridId)
{
var gridAtmos = EntitySystem.Get<AtmosphereSystem>().GetGridAtmosphere(gridId);