Files
wwdpublic/Content.Shared/EntityTable/Conditions/PlayerCountCondition.cs
Kai5 e097ac1750 Dynamic real (#825)
* Add support for contextual information in EntityTables (#37737)

* Add context support for entityTables

* fix build fail

* comments

* Update Content.Shared/EntityTable/EntityTableSystem.cs

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Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

(cherry picked from commit e92b6b6a7e2ed2e5f7473321e391394f28b9ee4a)

* Multiantag Gamemode (#37783)

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
Co-authored-by: Southbridge <7013162+southbridge-fur@users.noreply.github.com>
Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com>

(cherry picked from commit f23e8c286153b5742de258a4e722803a1a4fba78)

* Гейммоды

* Ребаланс цен

* Фикс линтера

* Баланс бюджета + фикс повторения

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Co-authored-by: Nemanja <98561806+emogarbage404@users.noreply.github.com>
2025-09-03 08:49:15 +03:00

36 lines
1.1 KiB
C#

using Content.Shared.EntityTable.EntitySelectors;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
namespace Content.Shared.EntityTable.Conditions;
/// <summary>
/// Condition that passes only if the server player count is within a certain range.
/// </summary>
public sealed partial class PlayerCountCondition : EntityTableCondition
{
/// <summary>
/// Minimum players of needed for this condition to succeed. Inclusive.
/// </summary>
[DataField]
public int Min = int.MinValue;
/// <summary>
/// Maximum numbers of players there can be for this condition to succeed. Inclusive.
/// </summary>
[DataField]
public int Max = int.MaxValue;
private static ISharedPlayerManager? _playerManager;
protected override bool EvaluateImplementation(EntityTableSelector root, IEntityManager entMan, IPrototypeManager proto, EntityTableContext ctx)
{
// Don't resolve this repeatedly
_playerManager ??= IoCManager.Resolve<ISharedPlayerManager>();
var playerCount = _playerManager.PlayerCount;
return playerCount >= Min && playerCount <= Max;
}
}