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* Initial commit * more like bYE * Fix exception during test (cherry picked from commit bf06d0e869e78ae7f8ac51922a1e3f23bf59a39f)
239 lines
9.4 KiB
C#
239 lines
9.4 KiB
C#
using Content.Server.Antag;
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using Content.Server.GameTicking.Rules.Components;
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using Content.Server.Mind;
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using Content.Server.Objectives;
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using Content.Server.PDA.Ringer;
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using Content.Server.Roles;
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using Content.Server.Traitor.Uplink;
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using Content.Shared.FixedPoint;
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using Content.Shared.GameTicking.Components;
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using Content.Shared.Mind;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.NPC.Systems;
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using Content.Shared.PDA;
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using Content.Shared.Roles;
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using Content.Shared.Roles.Jobs;
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using Content.Shared.Roles.RoleCodeword;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using System.Linq;
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using System.Text;
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using Content.Shared.Mood;
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namespace Content.Server.GameTicking.Rules;
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public sealed class TraitorRuleSystem : GameRuleSystem<TraitorRuleComponent>
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{
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private static readonly Color TraitorCodewordColor = Color.FromHex("#cc3b3b");
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[Dependency] private readonly AntagSelectionSystem _antag = default!;
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[Dependency] private readonly SharedJobSystem _jobs = default!;
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[Dependency] private readonly MindSystem _mindSystem = default!;
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[Dependency] private readonly NpcFactionSystem _npcFaction = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly SharedRoleCodewordSystem _roleCodewordSystem = default!;
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[Dependency] private readonly SharedRoleSystem _roleSystem = default!;
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[Dependency] private readonly UplinkSystem _uplink = default!;
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[Dependency] private readonly MobStateSystem _mobStateSystem = default!; // WD EDIT
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<TraitorRuleComponent, AfterAntagEntitySelectedEvent>(AfterEntitySelected);
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SubscribeLocalEvent<TraitorRuleComponent, ObjectivesTextPrependEvent>(OnObjectivesTextPrepend);
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}
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protected override void Added(EntityUid uid, TraitorRuleComponent component, GameRuleComponent gameRule, GameRuleAddedEvent args)
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{
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base.Added(uid, component, gameRule, args);
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SetCodewords(component);
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}
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private void AfterEntitySelected(Entity<TraitorRuleComponent> ent, ref AfterAntagEntitySelectedEvent args)
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{
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MakeTraitor(args.EntityUid, ent);
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}
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private void SetCodewords(TraitorRuleComponent component)
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{
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component.Codewords = GenerateTraitorCodewords(component);
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}
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public string[] GenerateTraitorCodewords(TraitorRuleComponent component)
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{
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var adjectives = _prototypeManager.Index(component.CodewordAdjectives).Values;
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var verbs = _prototypeManager.Index(component.CodewordVerbs).Values;
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var codewordPool = adjectives.Concat(verbs).ToList();
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var finalCodewordCount = Math.Min(component.CodewordCount, codewordPool.Count);
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string[] codewords = new string[finalCodewordCount];
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for (var i = 0; i < finalCodewordCount; i++)
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{
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codewords[i] = _random.PickAndTake(codewordPool);
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}
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return codewords;
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}
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public bool MakeTraitor(EntityUid traitor, TraitorRuleComponent component)
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{
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//Grab the mind if it wasn't provided
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if (!_mindSystem.TryGetMind(traitor, out var mindId, out var mind))
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return false;
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component.SelectionStatus = TraitorRuleComponent.SelectionState.Started; // WD EDIT
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var briefing = "";
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if (component.GiveCodewords)
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briefing = Loc.GetString("traitor-role-codewords-short", ("codewords", string.Join(", ", component.Codewords)));
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var issuer = _random.Pick(_prototypeManager.Index(component.ObjectiveIssuers).Values);
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Note[]? code = null;
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if (component.GiveUplink)
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{
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// Calculate the amount of currency on the uplink.
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var startingBalance = component.StartingBalance;
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if (_jobs.MindTryGetJob(mindId, out var prototype))
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startingBalance = Math.Max(startingBalance - prototype.AntagAdvantage, 0);
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// creadth: we need to create uplink for the antag.
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// PDA should be in place already
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var pda = _uplink.FindUplinkTarget(traitor);
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if (pda == null || !_uplink.AddUplink(traitor, startingBalance, giveDiscounts: true))
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return false;
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// Give traitors their codewords and uplink code to keep in their character info menu
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code = EnsureComp<RingerUplinkComponent>(pda.Value).Code;
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// If giveUplink is false the uplink code part is omitted
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briefing = string.Format("{0}\n{1}", briefing,
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Loc.GetString("traitor-role-uplink-code-short", ("code", string.Join("-", code).Replace("sharp", "#"))));
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}
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_antag.SendBriefing(traitor, GenerateBriefing(component.Codewords, code, issuer), null, component.GreetSoundNotification);
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component.TraitorMinds.Add(mindId);
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// Assign briefing
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//Since this provides neither an antag/job prototype, nor antag status/roletype,
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//and is intrinsically related to the traitor role
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//it does not need to be a separate Mind Role Entity
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_roleSystem.MindHasRole<TraitorRoleComponent>(mindId, out var traitorRole);
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if (traitorRole is not null)
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{
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AddComp<RoleBriefingComponent>(traitorRole.Value.Owner);
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Comp<RoleBriefingComponent>(traitorRole.Value.Owner).Briefing = briefing;
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}
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// Send codewords to only the traitor client
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var color = TraitorCodewordColor; // Fall back to a dark red Syndicate color if a prototype is not found
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RoleCodewordComponent codewordComp = EnsureComp<RoleCodewordComponent>(mindId);
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_roleCodewordSystem.SetRoleCodewords(codewordComp, "traitor", component.Codewords.ToList(), color);
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// Don't change the faction, this was stupid.
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//_npcFaction.RemoveFaction(traitor, component.NanoTrasenFaction, false);
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//_npcFaction.AddFaction(traitor, component.SyndicateFaction);
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RaiseLocalEvent(traitor, new MoodEffectEvent("TraitorFocused"));
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return true;
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}
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private (Note[]?, string) RequestUplink(EntityUid traitor, FixedPoint2 startingBalance, string briefing)
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{
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var pda = _uplink.FindUplinkTarget(traitor);
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Note[]? code = null;
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var uplinked = _uplink.AddUplink(traitor, startingBalance, pda, true);
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if (pda is not null && uplinked)
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{
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// Codes are only generated if the uplink is a PDA
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code = EnsureComp<RingerUplinkComponent>(pda.Value).Code;
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// If giveUplink is false the uplink code part is omitted
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briefing = string.Format("{0}\n{1}",
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briefing,
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Loc.GetString("traitor-role-uplink-code-short", ("code", string.Join("-", code).Replace("sharp", "#"))));
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return (code, briefing);
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}
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else if (pda is null && uplinked)
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{
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briefing += "\n" + Loc.GetString("traitor-role-uplink-implant-short");
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}
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return (null, briefing);
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}
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// TODO: AntagCodewordsComponent
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private void OnObjectivesTextPrepend(EntityUid uid, TraitorRuleComponent comp, ref ObjectivesTextPrependEvent args)
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{
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args.Text += "\n" + Loc.GetString("traitor-round-end-codewords", ("codewords", string.Join(", ", comp.Codewords)));
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}
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// TODO: figure out how to handle this? add priority to briefing event?
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private string GenerateBriefing(string[]? codewords, Note[]? uplinkCode, string? objectiveIssuer = null)
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{
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var sb = new StringBuilder();
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sb.AppendLine(Loc.GetString("traitor-role-greeting", ("corporation", objectiveIssuer ?? Loc.GetString("objective-issuer-unknown"))));
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if (codewords != null)
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sb.AppendLine(Loc.GetString("traitor-role-codewords", ("codewords", string.Join(", ", codewords))));
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if (uplinkCode != null)
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sb.AppendLine(Loc.GetString("traitor-role-uplink-code", ("code", string.Join("-", uplinkCode).Replace("sharp", "#"))));
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else
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sb.AppendLine(Loc.GetString("traitor-role-uplink-implant"));
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return sb.ToString();
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}
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public List<(EntityUid Id, MindComponent Mind)> GetOtherTraitorMindsAliveAndConnected(MindComponent ourMind)
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{
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List<(EntityUid Id, MindComponent Mind)> allTraitors = new();
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var query = EntityQueryEnumerator<TraitorRuleComponent>();
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while (query.MoveNext(out var uid, out var traitor))
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{
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foreach (var role in GetOtherTraitorMindsAliveAndConnected(ourMind, (uid, traitor)))
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{
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if (!allTraitors.Contains(role))
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allTraitors.Add(role);
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}
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}
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return allTraitors;
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}
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private List<(EntityUid Id, MindComponent Mind)> GetOtherTraitorMindsAliveAndConnected(MindComponent ourMind, Entity<TraitorRuleComponent> rule)
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{
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var traitors = new List<(EntityUid Id, MindComponent Mind)>();
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foreach (var mind in _antag.GetAntagMinds(rule.Owner))
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{
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if (mind.Comp == ourMind)
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continue;
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traitors.Add((mind, mind));
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}
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return traitors;
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}
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// WD EDIT START
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public List<Entity<MindComponent>> GetAllLivingConnectedTraitors()
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{
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var traitors = new List<Entity<MindComponent>>();
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var query = EntityQueryEnumerator<TraitorRuleComponent>();
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while (query.MoveNext(out var uid, out _))
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{
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traitors.AddRange(_antag.GetAntagMinds(uid));
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}
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return traitors;
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}
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// WD EDIT END
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}
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