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* add SubGamemodes comp/sys
* remove RuleChance from thief rule
* use SubGamemodes for adding thief rule instead of adding ThiefRule component to random gamemodes
* clean up thief rule prototype
* add better logging + end rule if it fails to start
* march 1st incident
* preset ops
* the dreaded
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Co-authored-by: deltanedas <@deltanedas:kde.org>
(cherry picked from commit 7f060eb129)
21 lines
713 B
C#
21 lines
713 B
C#
using Content.Server.GameTicking.Rules;
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using Content.Shared.Storage;
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namespace Content.Server.GameTicking.Rules.Components;
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/// <summary>
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/// When this gamerule is added it has a chance of adding other gamerules.
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/// Since it's done when added and not when started you can still use normal start logic.
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/// Used for starting subgamemodes in game presets.
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/// </summary>
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[RegisterComponent, Access(typeof(SubGamemodesSystem))]
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public sealed partial class SubGamemodesComponent : Component
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{
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/// <summary>
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/// Spawn entries for each gamerule prototype.
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/// Use orGroups if you want to limit rules.
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/// </summary>
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[DataField(required: true)]
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public List<EntitySpawnEntry> Rules = new();
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}
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