Chaplain stuff (#98)

* - add: Null rod.

* - add: Only chaplain can use holy weapons.

* - add: Chaplain is cult immune.

* - fix: Fix component granting.

* - add: Only chaplain can use null rod.

* - add: Armaments beacon.

* - add: Chaplain playtime requirement.
This commit is contained in:
Aviu00
2024-02-20 19:28:44 +09:00
committed by GitHub
parent e6b6274874
commit 03fed0caa7
158 changed files with 2342 additions and 14 deletions

View File

@@ -22,6 +22,7 @@ using Robust.Shared.Configuration;
using Robust.Shared.Player;
using Robust.Shared.Random;
using Content.Shared._White;
using Content.Shared._White.Chaplain;
using Content.Shared._White.Cult.Components;
using Content.Shared.Mind;
using Robust.Shared.Audio.Systems;
@@ -327,9 +328,10 @@ public sealed class CultRuleSystem : GameRuleSystem<CultRuleComponent>
if (!_jobSystem.CanBeAntag(player))
continue;
// Gulag
// Gulag & chaplain
if (!_mindSystem.TryGetMind(player, out _, out var mind) ||
mind.OwnedEntity is not { } ownedEntity || HasComp<GulagBoundComponent>(ownedEntity))
mind.OwnedEntity is not { } ownedEntity || HasComp<GulagBoundComponent>(ownedEntity) ||
HasComp<HolyComponent>(ownedEntity))
continue;
// Latejoin
@@ -414,7 +416,7 @@ public sealed class CultRuleSystem : GameRuleSystem<CultRuleComponent>
if (!_mindSystem.TryGetMind(cultist, out var mindId, out var mind))
{
Log.Info("Failed getting mind for picked thief.");
Log.Info("Failed getting mind for picked cultist.");
return false;
}