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Doomsayer Rework #1470
base: dev_2.3.0
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Doomsayer Rework #1470
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In fact, I think that this is a very inefficient code that has 2 significant disadvantages When adding a new role, probably no one will add the new role to the Doomsayer list Even if someone adds a role to the list, they will also have to change the lines and this will reset the current lines in all languages, which is very annoying to change this every time |
Previously, FortuneTeller had exactly the same code where each role was added manually and was eventually changed so that it selected random roles automatically |
So, I believe that the code should show the roles the same as in TOU-R when it selects a player and from the randomly active roles only one is correct Or does it work somehow differently and I don’t remember how Doomsayer in TOU-R works |
Roles/Neutral/Doomsayer.cs
Outdated
@@ -268,4 +287,543 @@ public void SendMessageAboutGuess(PlayerControl guesser, PlayerControl playerMis | |||
}, 0.7f, "Doomsayer Guess Msg 2"); | |||
} | |||
} | |||
public override bool CanUseKillButton(PlayerControl pc) => EasyMode.GetBool(); | |||
public override void SetKillCooldown(byte id) => ObserveCooldown.GetFloat(); |
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Use
=> Main.AllPlayerKillCooldown[id] = ObserveCooldown.GetFloat();
TOU-R does the same thing I've done, roles are put into categories for doomsayer and are hard-coded, which is fine because that mod doesn't have as much roles |
I can perfectly understand why fortune Teller was reworked to the way it is now but if I did the same thing with doomsayer that would make the role way too easy |
It might be better to make the code check each role via |
the issue with that is that im not sorting it by |
(Defaults to off)
Doomsayer can now observe a player to get a hint about their role upon the next meeting