Fixed nukie behavior check firing early

This commit is contained in:
Vanessa 2026-08-14 12:33:33 -05:00
parent fd5b16abb3
commit cfc6b4abe1
1 changed files with 7 additions and 8 deletions

View File

@ -520,18 +520,17 @@ public sealed class NukeopsRuleSystem : GameRuleSystem<NukeopsRuleComponent>
// BEGIN DeltaV - Detect Nukie Failure Better
// We need to use a EntityQueryEnumerator instead of a EntityQuery, because we need the uid to check for cuffs
var operatives = new List<Entity<NukeOperativeComponent, MobStateComponent, TransformComponent>>();
var operativesEnumerator = EntityQueryEnumerator<NukeOperativeComponent, MobStateComponent, TransformComponent>();
while (operativesEnumerator.MoveNext(out var uid, out var nukeOp, out var mobState, out var transform))
var operatives = new List<Entity<NukeOperativeComponent, MobStateComponent>>();
var operativesEnumerator = EntityQueryEnumerator<NukeOperativeComponent, MobStateComponent>();
while (operativesEnumerator.MoveNext(out var uid, out var nukeOp, out var mobState))
{
operatives.Add((uid, nukeOp, mobState, transform));
operatives.Add((uid, nukeOp, mobState));
}
var operativesAlive = operatives
.Where(op => op.Comp3.MapID == shuttleMapId
|| op.Comp3.MapID == targetStationMap)
.Any(op => op.Comp2.CurrentState == MobState.Alive && op.Comp1.Running &&
!TryComp<CuffableComponent>(op, out _)); // in the case the crew keeps one alive
.Any(op => op.Comp2.CurrentState == MobState.Alive
&& op.Comp1.Running
&& !TryComp<CuffableComponent>(op, out _)); // in the case the crew keeps one alive
// END DeltaV
if (operativesAlive)