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MultipleTraitorsRequirementSystem.cs 924 B

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  1. using Content.Server.GameTicking.Rules;
  2. using Content.Server.Objectives.Components;
  3. using Content.Shared.Objectives.Components;
  4. namespace Content.Server.Objectives.Systems;
  5. /// <summary>
  6. /// Handles requiring multiple traitors being alive for the objective to be given.
  7. /// </summary>
  8. public sealed class MultipleTraitorsRequirementSystem : EntitySystem
  9. {
  10. [Dependency] private readonly TraitorRuleSystem _traitorRule = default!;
  11. public override void Initialize()
  12. {
  13. base.Initialize();
  14. SubscribeLocalEvent<MultipleTraitorsRequirementComponent, RequirementCheckEvent>(OnCheck);
  15. }
  16. private void OnCheck(EntityUid uid, MultipleTraitorsRequirementComponent comp, ref RequirementCheckEvent args)
  17. {
  18. if (args.Cancelled)
  19. return;
  20. if (_traitorRule.GetOtherTraitorMindsAliveAndConnected(args.Mind).Count < comp.Traitors)
  21. args.Cancelled = true;
  22. }
  23. }