2020-08-27 16:39:29 +02:00
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#nullable enable
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using System.Collections.Generic;
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using System.Linq;
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using Content.Server.GameObjects.Components.Mobs;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Server.Mobs;
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2020-08-16 18:41:16 +02:00
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using Content.Server.Mobs.Roles;
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2020-08-27 16:39:29 +02:00
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using Content.Server.Mobs.Roles.Suspicion;
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Bodysystem and damagesystem rework (#1544)
* Things and stuff with grids, unfinished w/ code debug changes.
* Updated submodule and also lost some progress cause I fucked it up xd
* First unfinished draft of the BodySystem. Doesn't compile.
* More changes to make it compile, but still just a framework. Doesn't do anything at the moment.
* Many cleanup changes.
* Revert "Merge branch 'master' of https://github.com/GlassEclipse/space-station-14 into body_system"
This reverts commit ddd4aebbc76cf2a0b7b102f72b93d55a0816c88c, reversing
changes made to 12d0dd752706bdda8879393bd8191a1199a0c978.
* Commit human.yml
* Updated a lot of things to be more classy, more progress overall, etc. etc.
* Latest update with many changes
* Minor changes
* Fixed Travis build bug
* Adds first draft of Body Scanner console, apparently I also forgot to tie Mechanisms into body parts so now a heart just sits in the Torso like a good boy :)
* Commit rest of stuff
* Latest changes
* Latest changes again
* 14 naked cowboys
* Yay!
* Latest changes (probably doesnt compile)
* Surgery!!!!!!!!!~1116y
* Cleaned some stuff up
* More cleanup
* Refactoring of code. Basic surgery path now done.
* Removed readme, has been added to HackMD
* Fixes typo (and thus test errors)
* WIP changes, committing so I can pull latest master changes
* Still working on that god awful merge
* Latest changes
* Latest changes!!
* Beginning of refactor to BoundUserInterface
* Surgery!
* Latest changes - fixes pr change requests and random fixes
* oops
* Fixes bodypart recursion
* Beginning of work on revamping the damage system.
* More latest changes
* Latest changes
* Finished merge
* Commit before removing old healthcode
* Almost done with removing speciescomponent...
* It compiles!!!
* yahoo more work
* Fixes to make it work
* Merge conflict fixes
* Deleting species visualizer was a mistake
* IDE warnings are VERBOTEN
* makes the server not kill itself on startup, some cleanup (#1)
* Namespaces, comments and exception fixes
* Fix conveyor and conveyor switch serialization
SS14 in reactive when
* Move damage, acts and body to shared
Damage cleanup
Comment cleanup
* Rename SpeciesComponent to RotationComponent and cleanup
Damage cleanup
Comment cleanup
* Fix nullable warnings
* Address old reviews
Fix off welder suicide damage type, deathmatch and suspicion
* Fix new test fail with units being able to accept items when unpowered
* Remove RotationComponent, change references to IBodyManagerComponent
* Add a bloodstream to humans
* More cleanups
* Add body conduits, connections, connectors substances and valves
* Revert "Add body conduits, connections, connectors substances and valves"
This reverts commit 9ab0b50e6b15fe98852d7b0836c0cdbf4bd76d20.
* Implement the heart mechanism behavior with the circulatory network
* Added network property to mechanism behaviors
* Changed human organ sprites and added missing ones
* Fix tests
* Add individual body part sprite rendering
* Fix error where dropped mechanisms are not initialized
* Implement client/server body damage
* Make DamageContainer take care of raising events
* Reimplement medical scanner with the new body system
* Improve the medical scanner ui
* Merge conflict fixes
* Fix crash when colliding with something
* Fix microwave suicides and eyes sprite rendering
* Fix nullable reference error
* Fix up surgery client side
* Fix missing using from merge conflict
* Add breathing
*inhale
* Merge conflict fixes
* Fix accumulatedframetime being reset to 0 instead of decreased by the threshold
https://github.com/space-wizards/space-station-14/pull/1617
* Use and add to the new AtmosHelpers
* Fix feet
* Add proper coloring to dropped body parts
* Fix Urist's lungs being too strong
* Merge conflict fixes
* Merge conflict fixes
* Merge conflict fixes
Co-authored-by: GlassEclipse <tsymall5@gmail.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
Co-authored-by: AJCM-git <60196617+AJCM-git@users.noreply.github.com>
2020-08-17 01:42:42 +02:00
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using Content.Shared.GameObjects.Components.Damage;
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2020-08-27 16:39:29 +02:00
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using Content.Shared.GameObjects.Components.Suspicion;
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2020-08-16 18:41:16 +02:00
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using Content.Shared.GameObjects.EntitySystems;
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2020-08-27 16:39:29 +02:00
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using Robust.Server.GameObjects;
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using Robust.Server.Interfaces.GameObjects;
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2020-08-16 18:41:16 +02:00
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using Robust.Shared.GameObjects;
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2020-08-27 16:39:29 +02:00
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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2020-08-16 18:41:16 +02:00
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using Robust.Shared.Localization;
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using Robust.Shared.Utility;
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2020-08-27 16:39:29 +02:00
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using Robust.Shared.ViewVariables;
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2020-08-16 18:41:16 +02:00
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namespace Content.Server.GameObjects.Components.Suspicion
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{
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[RegisterComponent]
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2020-08-27 16:39:29 +02:00
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public class SuspicionRoleComponent : SharedSuspicionRoleComponent, IExamine
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2020-08-16 18:41:16 +02:00
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{
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2020-08-27 16:39:29 +02:00
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private Role? _role;
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private readonly HashSet<SuspicionRoleComponent> _allies = new HashSet<SuspicionRoleComponent>();
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[ViewVariables]
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public Role? Role
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{
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get => _role;
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set
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{
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if (_role == value)
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{
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return;
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}
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_role = value;
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Dirty();
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var suspicionRoleSystem = EntitySystem.Get<SuspicionRoleSystem>();
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if (value == null || !value.Antagonist)
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{
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ClearAllies();
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suspicionRoleSystem.RemoveTraitor(this);
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}
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else if (value.Antagonist)
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{
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SetAllies(suspicionRoleSystem.Traitors);
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suspicionRoleSystem.AddTraitor(this);
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}
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}
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}
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[ViewVariables] public bool KnowsAllies => IsTraitor();
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2020-08-16 18:41:16 +02:00
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public bool IsDead()
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{
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2020-08-27 16:39:29 +02:00
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return Owner.TryGetComponent(out IDamageableComponent? damageable) &&
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2020-10-10 15:25:13 +02:00
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damageable.CurrentState == DamageState.Dead;
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2020-08-16 18:41:16 +02:00
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}
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2020-08-27 16:39:29 +02:00
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public bool IsInnocent()
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{
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return Owner.TryGetComponent(out MindComponent? mind) &&
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mind.HasMind &&
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mind.Mind!.HasRole<SuspicionInnocentRole>();
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}
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2020-08-16 18:41:16 +02:00
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public bool IsTraitor()
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{
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2020-08-27 16:39:29 +02:00
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return Owner.TryGetComponent(out MindComponent? mind) &&
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2020-08-16 18:41:16 +02:00
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mind.HasMind &&
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mind.Mind!.HasRole<SuspicionTraitorRole>();
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}
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2020-08-27 16:39:29 +02:00
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public void SyncRoles()
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{
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if (!Owner.TryGetComponent(out MindComponent? mind) ||
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!mind.HasMind)
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{
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return;
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}
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Role = mind.Mind!.AllRoles.First(role => role is SuspicionRole);
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}
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public void AddAlly(SuspicionRoleComponent ally)
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{
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if (ally == this)
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{
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return;
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}
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_allies.Add(ally);
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if (KnowsAllies && Owner.TryGetComponent(out IActorComponent? actor))
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{
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var channel = actor.playerSession.ConnectedClient;
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DebugTools.AssertNotNull(channel);
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var message = new SuspicionAllyAddedMessage(ally.Owner.Uid);
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SendNetworkMessage(message, channel);
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}
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}
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public bool RemoveAlly(SuspicionRoleComponent ally)
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{
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if (ally == this)
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{
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return false;
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}
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if (_allies.Remove(ally))
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{
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if (KnowsAllies && Owner.TryGetComponent(out IActorComponent? actor))
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{
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var channel = actor.playerSession.ConnectedClient;
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DebugTools.AssertNotNull(channel);
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var message = new SuspicionAllyRemovedMessage(ally.Owner.Uid);
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SendNetworkMessage(message, channel);
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}
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return true;
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}
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return false;
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}
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public void SetAllies(IEnumerable<SuspicionRoleComponent> allies)
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{
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_allies.Clear();
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foreach (var ally in allies)
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{
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if (ally == this)
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{
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continue;
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}
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_allies.Add(ally);
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}
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if (!KnowsAllies ||
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!Owner.TryGetComponent(out IActorComponent? actor))
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{
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return;
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}
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var channel = actor.playerSession.ConnectedClient;
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DebugTools.AssertNotNull(channel);
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var message = new SuspicionAlliesMessage(_allies.Select(role => role.Owner.Uid));
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SendNetworkMessage(message, channel);
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}
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public void ClearAllies()
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{
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_allies.Clear();
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if (!KnowsAllies ||
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!Owner.TryGetComponent(out IActorComponent? actor))
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{
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return;
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}
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var channel = actor.playerSession.ConnectedClient;
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DebugTools.AssertNotNull(channel);
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var message = new SuspicionAlliesClearedMessage();
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SendNetworkMessage(message, channel);
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}
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2020-08-16 18:41:16 +02:00
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void IExamine.Examine(FormattedMessage message, bool inDetailsRange)
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{
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if (!IsDead())
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{
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return;
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}
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2020-09-13 14:23:52 +02:00
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var traitor = IsTraitor();
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var color = traitor ? "red" : "green";
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var role = traitor ? "traitor" : "innocent";
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var article = traitor ? "a" : "an";
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var tooltip = Loc.GetString("They were {0} [color={1}]{2}[/color]!", Loc.GetString(article), color,
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Loc.GetString(role));
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2020-08-16 18:41:16 +02:00
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message.AddMarkup(tooltip);
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}
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2020-08-27 16:39:29 +02:00
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public override void OnRemove()
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{
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Role = null;
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base.OnRemove();
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}
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public override ComponentState GetComponentState()
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{
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return Role == null
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? new SuspicionRoleComponentState(null, null)
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: new SuspicionRoleComponentState(Role?.Name, Role?.Antagonist);
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}
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public override void HandleMessage(ComponentMessage message, IComponent? component)
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{
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base.HandleMessage(message, component);
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if (!(message is RoleMessage msg) ||
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!(msg.Role is SuspicionRole role))
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{
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return;
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}
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switch (message)
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{
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case PlayerAttachedMsg _:
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case PlayerDetachedMsg _:
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SyncRoles();
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break;
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case RoleAddedMessage _:
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Role = role;
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break;
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case RoleRemovedMessage _:
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Role = null;
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break;
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}
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}
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2020-08-16 18:41:16 +02:00
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}
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}
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