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make midround antag spawn code better #919

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merged 5 commits into from
Mar 2, 2024

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deltanedas
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About the PR

title

Why / Balance

fixes #899

Technical details

  • will only use spawners on the target station and not fall back with centcom
  • logging so if a map has no midround spawners its easy to find out (should probably have a test too but eh)
  • no linq and using EntityQueryEnumerator so a bit more efficient
  • rat king and paradox anomaly get their own rules instead of le hardcoded list

Media

  • I have added screenshots/videos to this PR showcasing its changes ingame, or this PR does not require an ingame showcase

Breaking changes

MidRoundAntagRule is for spawning a single antag per rule not a hardcoded list of them

Changelog
🆑

  • fix: Fixed midround antags sometimes spawning on CentComm.

@github-actions github-actions bot added Status: Needs Review Changes: C# Changes any cs files Changes: YML Changes any yml files labels Feb 29, 2024
@DebugOk
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DebugOk commented Feb 29, 2024

Test fails seem valid?

@DebugOk
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DebugOk commented Feb 29, 2024

Do the functions you use from RobustRandom require a new engine version or something?

@deltanedas
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deltanedas commented Mar 1, 2024

no theyre the same function just using GameRuleSystem RobustRandom instead of declaraing a private one (and building server didnt error so idk)

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probably an extension i removed import for

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Looks good to me

@DebugOk DebugOk merged commit 1d24249 into DeltaV-Station:master Mar 2, 2024
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DeltaV-Bot pushed a commit that referenced this pull request Mar 2, 2024
@deltanedas deltanedas deleted the shitcode-ops branch March 3, 2024 02:03
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MidRoundAntagRule is in desperate need of a rewrite
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