* - fix: Fix summon rune pulling. * - fix: Gulagged antag fix. * - fix: Fix thieves failing objectives on round end. * - fix: Crossbow fix.
494 lines
16 KiB
C#
494 lines
16 KiB
C#
using System.Linq;
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using Content.Server._Miracle.Components;
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using Content.Server._Miracle.GulagSystem;
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using Content.Server.Actions;
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using Content.Server.Chat.Managers;
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using Content.Server.GameTicking;
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using Content.Server.GameTicking.Rules;
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using Content.Server.NPC.Systems;
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using Content.Server.Roles.Jobs;
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using Content.Server.RoundEnd;
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using Content.Server.Shuttles.Components;
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using Content.Server.Storage.EntitySystems;
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using Content.Shared.Body.Systems;
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using Content.Shared.Humanoid;
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using Content.Shared.Inventory;
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using Content.Shared.Mind.Components;
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using Content.Shared.Mobs;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Preferences;
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using Content.Shared.Roles;
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using Robust.Shared.Configuration;
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using Robust.Shared.Player;
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using Robust.Shared.Random;
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using Content.Shared._White;
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using Content.Shared._White.Chaplain;
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using Content.Shared._White.Cult.Components;
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using Content.Shared.Mind;
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using Robust.Shared.Audio.Systems;
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namespace Content.Server._White.Cult.GameRule;
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public sealed class CultRuleSystem : GameRuleSystem<CultRuleComponent>
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{
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[Dependency] private readonly IConfigurationManager _cfg = default!;
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[Dependency] private readonly IChatManager _chatManager = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly InventorySystem _inventorySystem = default!;
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[Dependency] private readonly StorageSystem _storageSystem = default!;
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[Dependency] private readonly NpcFactionSystem _factionSystem = default!;
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[Dependency] private readonly MobStateSystem _mobStateSystem = default!;
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[Dependency] private readonly SharedAudioSystem _audioSystem = default!;
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[Dependency] private readonly RoundEndSystem _roundEndSystem = default!;
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[Dependency] private readonly SharedBodySystem _bodySystem = default!;
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[Dependency] private readonly SharedRoleSystem _roleSystem = default!;
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[Dependency] private readonly JobSystem _jobSystem = default!;
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[Dependency] private readonly SharedMindSystem _mindSystem = default!;
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[Dependency] private readonly ActionsSystem _actions = default!;
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[Dependency] private readonly GulagSystem _gulag = default!;
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private ISawmill _sawmill = default!;
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private int _minimalCultists;
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private int _cultGameRuleMinimapPlayers;
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public override void Initialize()
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{
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base.Initialize();
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_sawmill = Logger.GetSawmill("preset");
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_minimalCultists = _cfg.GetCVar(WhiteCVars.CultMinStartingPlayers);
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_cultGameRuleMinimapPlayers = _cfg.GetCVar(WhiteCVars.CultMinPlayers);
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SubscribeLocalEvent<RoundStartAttemptEvent>(OnStartAttempt);
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SubscribeLocalEvent<RulePlayerJobsAssignedEvent>(OnPlayersSpawned);
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SubscribeLocalEvent<RoundEndTextAppendEvent>(OnRoundEndText);
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SubscribeLocalEvent<CultNarsieSummoned>(OnNarsieSummon);
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SubscribeLocalEvent<CultistComponent, ComponentInit>(OnCultistComponentInit);
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SubscribeLocalEvent<CultistComponent, ComponentRemove>(OnCultistComponentRemoved);
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SubscribeLocalEvent<CultistComponent, MobStateChangedEvent>(OnCultistsStateChanged);
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}
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private void OnCultistsStateChanged(EntityUid uid, CultistComponent component, MobStateChangedEvent ev)
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{
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if (ev.NewMobState == MobState.Dead)
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{
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CheckRoundShouldEnd();
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}
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}
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public MindComponent? GetTarget()
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{
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var cultistsRule = EntityQuery<CultRuleComponent>().FirstOrDefault();
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if (cultistsRule?.CultTarget == null || !TryComp<MindComponent>(cultistsRule.CultTarget.Value, out var mind))
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{
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return null;
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}
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return mind;
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}
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public bool CanSummonNarsie()
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{
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var cultistsRule = EntityQuery<CultRuleComponent>().FirstOrDefault();
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if (cultistsRule is null)
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{
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return false;
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}
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var cultistsAmount = cultistsRule.CurrentCultists.Count;
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var constructsAmount = cultistsRule.Constructs.Count;
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var enoughCultists = cultistsAmount + constructsAmount > 10;
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if (!enoughCultists)
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{
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return false;
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}
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var target = GetTarget();
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var targetKilled = target == null || _mindSystem.IsCharacterDeadIc(target);
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return targetKilled;
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}
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private void CheckRoundShouldEnd()
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{
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var cultistsRule = EntityQuery<CultRuleComponent>().FirstOrDefault();
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if (cultistsRule is null)
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{
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return;
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}
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var aliveCultists = 0;
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foreach (var cultistComponent in cultistsRule.CurrentCultists)
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{
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var owner = cultistComponent.Owner;
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if (!TryComp<MobStateComponent>(owner, out var mobState))
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continue;
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if (_mobStateSystem.IsAlive(owner, mobState))
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{
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aliveCultists++;
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}
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}
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if (aliveCultists != 0)
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return;
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cultistsRule.WinCondition = CultWinCondition.CultFailure;
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_roundEndSystem.EndRound();
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}
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private void OnCultistComponentInit(EntityUid uid, CultistComponent component, ComponentInit args)
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{
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var cultistsRule = EntityQuery<CultRuleComponent>().FirstOrDefault();
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if (cultistsRule is null)
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{
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return;
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}
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if (!TryComp<MindContainerComponent>(uid, out var mindComponent))
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return;
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if (!mindComponent.HasMind)
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return;
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cultistsRule.CurrentCultists.Add(component);
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if (TryComp<ActorComponent>(uid, out var actor))
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{
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cultistsRule.CultistsCache.Add(MetaData(uid).EntityName, actor.PlayerSession.Name);
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}
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UpdateCultistsAppearance(cultistsRule);
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}
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private void OnCultistComponentRemoved(EntityUid uid, CultistComponent component, ComponentRemove args)
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{
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var cultistsRule = EntityQuery<CultRuleComponent>().FirstOrDefault();
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if (cultistsRule is null)
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{
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return;
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}
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cultistsRule.CurrentCultists.Remove(component);
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foreach (var empower in component.SelectedEmpowers)
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{
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_actions.RemoveAction(uid, empower);
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}
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RemoveCultistAppearance(uid);
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CheckRoundShouldEnd();
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}
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private void RemoveCultistAppearance(EntityUid cultist)
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{
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if (TryComp<HumanoidAppearanceComponent>(cultist, out var appearanceComponent))
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{
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//Потому что я так сказал
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appearanceComponent.EyeColor = Color.White;
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Dirty(cultist, appearanceComponent);
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}
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RemComp<PentagramComponent>(cultist);
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}
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private void UpdateCultistsAppearance(CultRuleComponent cultRuleComponent)
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{
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var cultistsCount = cultRuleComponent.CurrentCultists.Count;
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var constructsCount = cultRuleComponent.Constructs.Count;
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var totalCultMembers = cultistsCount + constructsCount;
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if (totalCultMembers < CultRuleComponent.ReadEyeThreshold)
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return;
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foreach (var cultistComponent in cultRuleComponent.CurrentCultists)
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{
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if (TryComp<HumanoidAppearanceComponent>(cultistComponent.Owner, out var appearanceComponent))
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{
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appearanceComponent.EyeColor = CultRuleComponent.EyeColor;
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Dirty(appearanceComponent);
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}
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if (totalCultMembers < CultRuleComponent.PentagramThreshold)
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return;
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EnsureComp<PentagramComponent>(cultistComponent.Owner);
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}
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}
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private void OnRoundEndText(RoundEndTextAppendEvent ev)
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{
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var cultistsRule = EntityQuery<CultRuleComponent>().FirstOrDefault();
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if (cultistsRule is null)
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{
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return;
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}
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var winText = Loc.GetString($"cult-cond-{cultistsRule.WinCondition.ToString().ToLower()}");
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ev.AddLine(winText);
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ev.AddLine(Loc.GetString("cultists-list-start"));
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foreach (var (entityName, ckey) in cultistsRule.CultistsCache)
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{
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var lising = Loc.GetString("cultists-list-name", ("name", entityName), ("user", ckey));
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ev.AddLine(lising);
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}
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}
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private void OnStartAttempt(RoundStartAttemptEvent ev)
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{
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var cultistsRule = EntityQuery<CultRuleComponent>().FirstOrDefault();
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if (cultistsRule is null)
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{
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return;
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}
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var minPlayers = _cultGameRuleMinimapPlayers;
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if (!ev.Forced && ev.Players.Length < minPlayers)
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{
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_chatManager.DispatchServerAnnouncement(Loc.GetString("traitor-not-enough-ready-players",
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("readyPlayersCount", ev.Players.Length), ("minimumPlayers", minPlayers)));
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ev.Cancel();
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return;
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}
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if (ev.Players.Length != 0)
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return;
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_chatManager.DispatchServerAnnouncement(Loc.GetString("traitor-no-one-ready"));
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ev.Cancel();
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}
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private void OnPlayersSpawned(RulePlayerJobsAssignedEvent ev)
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{
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var cultistsRule = EntityQuery<CultRuleComponent>().FirstOrDefault();
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if (cultistsRule is null)
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{
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return;
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}
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foreach (var player in ev.Players)
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{
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if (!ev.Profiles.ContainsKey(player.UserId))
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continue;
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cultistsRule.StarCandidates[player] = ev.Profiles[player.UserId];
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}
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var potentialCultists = FindPotentialCultist(cultistsRule.StarCandidates);
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var pickedCultist = PickCultists(potentialCultists);
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var potentialTargets = FindPotentialTargets(pickedCultist);
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cultistsRule.CultTarget = _random.PickAndTake(potentialTargets).Mind;
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foreach (var pickerCultist in pickedCultist)
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{
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MakeCultist(pickerCultist);
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}
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}
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private List<MindContainerComponent> FindPotentialTargets(List<ICommonSession> exclude = null!)
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{
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var querry = EntityManager.EntityQuery<MindContainerComponent, HumanoidAppearanceComponent, ActorComponent>();
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var potentialTargets = new List<MindContainerComponent>();
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foreach (var (mind, _, actor) in querry)
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{
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var entity = mind.Mind;
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if (entity == default)
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continue;
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if (exclude?.Contains(actor.PlayerSession) is true)
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{
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continue;
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}
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potentialTargets.Add(mind);
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}
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return potentialTargets;
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}
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private List<ICommonSession> FindPotentialCultist(
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in Dictionary<ICommonSession, HumanoidCharacterProfile> candidates)
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{
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var list = new List<ICommonSession>();
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var pendingQuery = GetEntityQuery<PendingClockInComponent>();
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foreach (var player in candidates.Keys)
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{
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// Gulag
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if (_gulag.IsUserGulaged(player.UserId, out _))
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continue;
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// Role prevents antag.
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if (!_jobSystem.CanBeAntag(player))
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continue;
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// Chaplain
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if (!_mindSystem.TryGetMind(player, out _, out var mind) ||
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mind.OwnedEntity is not { } ownedEntity || HasComp<HolyComponent>(ownedEntity))
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continue;
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// Latejoin
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if (player.AttachedEntity != null && pendingQuery.HasComponent(player.AttachedEntity.Value))
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continue;
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list.Add(player);
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}
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var prefList = new List<ICommonSession>();
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foreach (var player in list)
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{
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var profile = candidates[player];
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if (profile.AntagPreferences.Contains(CultRuleComponent.CultistPrototypeId))
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{
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prefList.Add(player);
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}
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}
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if (prefList.Count == 0)
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{
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_sawmill.Info("Insufficient preferred cultists, picking at random.");
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prefList = list;
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return prefList;
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}
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if (prefList.Count >= _minimalCultists)
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{
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return prefList;
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}
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var playersToAdd = _minimalCultists - prefList.Count;
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foreach (var prefPlayer in prefList)
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{
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list.Remove(prefPlayer);
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}
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for (var i = 0; i < playersToAdd; i++)
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{
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var randomPlayer = _random.PickAndTake(list);
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prefList.Add(randomPlayer);
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}
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return prefList;
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}
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private List<ICommonSession> PickCultists(List<ICommonSession> prefList)
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{
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var result = new List<ICommonSession>();
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var maxCultists = _cfg.GetCVar(WhiteCVars.CultMaxStartingPlayers);
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if (prefList.Count < _minimalCultists)
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{
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_sawmill.Info("Insufficient ready players to fill up with cultists, stopping the selection.");
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return result;
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}
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var actualCultistCount = prefList.Count > maxCultists ? maxCultists : _minimalCultists;
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for (var i = 0; i < actualCultistCount; i++)
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{
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result.Add(_random.PickAndTake(prefList));
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}
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return result;
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}
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public bool MakeCultist(ICommonSession cultist)
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{
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var cultistRule = EntityQuery<CultRuleComponent>().FirstOrDefault();
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if (cultistRule == null)
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{
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GameTicker.StartGameRule(CultRuleComponent.CultGamePresetPrototype, out var ruleEntity);
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cultistRule = Comp<CultRuleComponent>(ruleEntity);
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}
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if (!_mindSystem.TryGetMind(cultist, out var mindId, out var mind))
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{
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Log.Info("Failed getting mind for picked cultist.");
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return false;
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}
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if (mind.OwnedEntity is not { } playerEntity)
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{
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Log.Error("Mind picked for cultist did not have an attached entity.");
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return false;
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}
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var cultistComponent = new CultistRoleComponent
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{
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PrototypeId = cultistRule.CultistRolePrototype
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};
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_roleSystem.MindAddRole(mindId, cultistComponent);
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EnsureComp<CultistComponent>(playerEntity);
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_factionSystem.RemoveFaction(playerEntity, "NanoTrasen", false);
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_factionSystem.AddFaction(playerEntity, "Cultist");
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if (_inventorySystem.TryGetSlotEntity(playerEntity, "back", out var backPack))
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{
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foreach (var itemPrototype in cultistRule.StartingItems)
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{
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var itemEntity = Spawn(itemPrototype, Transform(playerEntity).Coordinates);
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if (backPack != null)
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{
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_storageSystem.Insert(backPack.Value, itemEntity, out _);
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}
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}
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}
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// Notificate player about new role assignment
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if (_mindSystem.TryGetSession(mindId, out var session))
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{
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_audioSystem.PlayGlobal(cultistRule.GreatingsSound, session);
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_chatManager.DispatchServerMessage(session, Loc.GetString("cult-role-greeting"));
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}
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_mindSystem.TryAddObjective(mindId, mind, "KillCultTargetObjective");
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return true;
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}
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private void OnNarsieSummon(CultNarsieSummoned ev)
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{
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foreach (var rule in EntityQuery<CultRuleComponent>())
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{
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rule.WinCondition = CultWinCondition.CultWin;
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}
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_roundEndSystem.EndRound();
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var query = EntityQueryEnumerator<MobStateComponent, MindContainerComponent, CultistComponent>();
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while (query.MoveNext(out var uid, out _, out var mindContainer, out _))
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{
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if (!mindContainer.HasMind || mindContainer.Mind is null)
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{
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continue;
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}
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var reaper = Spawn(CultRuleComponent.ReaperPrototype, Transform(uid).Coordinates);
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_mindSystem.TransferTo(mindContainer.Mind.Value, reaper);
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_bodySystem.GibBody(uid);
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}
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}
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}
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