Антаг без ПДА - фикс от визденов (с костылями) (#788)
* Апстрима будет * Also this
This commit is contained in:
@@ -1,5 +1,6 @@
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using Content.Shared._White.Mood;
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using Content.Shared.Dataset;
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using Content.Shared.FixedPoint;
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using Content.Shared.NPC.Prototypes;
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using Content.Shared.Random;
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using Content.Shared.Roles;
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@@ -34,7 +35,25 @@ public sealed partial class TraitorRuleComponent : Component
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[DataField]
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public ProtoId<DatasetPrototype> ObjectiveIssuers = "TraitorCorporations";
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// WD EDIT START AHEAD OF WIZDEN UPSTREAM
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/// <summary>
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/// Give this traitor an Uplink on spawn.
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/// </summary>
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[DataField]
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public bool GiveUplink = true;
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/// <summary>
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/// Give this traitor the codewords.
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/// </summary>
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[DataField]
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public bool GiveCodewords = true;
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/// <summary>
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/// Give this traitor a briefing in chat.
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/// </summary>
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[DataField]
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public bool GiveBriefing = true;
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// WD EDIT END AHEAD OF WIZDEN UPSTREAM
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// WD edit start
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[DataField]
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public ProtoId<MoodEffectPrototype> MoodBuffEffect = "TraitorFocused";
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@@ -77,7 +96,7 @@ public sealed partial class TraitorRuleComponent : Component
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/// The amount of TC traitors start with.
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/// </summary>
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[DataField]
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public int StartingBalance = 20;
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public FixedPoint2 StartingBalance = 20; // WD EDIT AHEAD OF WIZDEN UPSTREAM
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[DataField]
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public int MaxDifficulty = 5;
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@@ -5,6 +5,7 @@ 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.Mind;
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using Content.Shared.NPC.Systems;
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using Content.Shared.Objectives.Components;
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@@ -74,7 +75,7 @@ public sealed class TraitorRuleSystem : GameRuleSystem<TraitorRuleComponent>
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}
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}
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public bool MakeTraitor(EntityUid traitor, TraitorRuleComponent component, bool giveUplink = true, bool giveObjectives = true)
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public bool MakeTraitor(EntityUid traitor, TraitorRuleComponent component, bool giveObjectives = true) // WD EDIT AHEAD OF WIZDEN UPSTREAM
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{
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//Grab the mind if it wasnt provided
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if (!_mindSystem.TryGetMind(traitor, out var mindId, out var mind))
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@@ -83,39 +84,46 @@ public sealed class TraitorRuleSystem : GameRuleSystem<TraitorRuleComponent>
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// WD START
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var richAspect = _gameTicker.GetActiveGameRules().Where(HasComp<TraitorRichAspectComponent>).Any();
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// WD END
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// WD EDIT START AHEAD OF WIZDEN UPSTREAM
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var briefing = "";
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var briefing = Loc.GetString("traitor-role-codewords-short", ("codewords", string.Join(", ", component.Codewords)));
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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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// WD EDIT END AHEAD OF WIZDEN UPSTREAM
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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 (giveUplink)
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if (component.GiveUplink) // WD EDIT AHEAD OF WIZDEN UPSTREAM
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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 _, out var prototype))
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startingBalance = Math.Max(startingBalance - prototype.AntagAdvantage, 0);
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// WD EDIT START START AHEAD OF WIZDEN UPSTREAM
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{
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if (startingBalance < prototype.AntagAdvantage) // Can't use Math functions on FixedPoint2
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startingBalance = 0;
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else
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startingBalance = startingBalance - prototype.AntagAdvantage;
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}
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if (richAspect)
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{
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startingBalance += 10;
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}
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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))
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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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// Choose and generate an Uplink, and return the uplink code if applicable
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var uplinkParams = RequestUplink(traitor, startingBalance, briefing);
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code = uplinkParams.Item1;
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briefing = uplinkParams.Item2;
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}
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_antag.SendBriefing(traitor, GenerateBriefing(component.Codewords, code, issuer), null, component.GreetSoundNotification);
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string[]? codewords = null;
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if (component.GiveCodewords)
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codewords = component.Codewords;
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if (component.GiveBriefing)
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_antag.SendBriefing(traitor, GenerateBriefing(codewords, code, issuer), null, component.GreetSoundNotification);
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// WD EDIT END AHEAD OF WIZDEN UPSTREAM
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component.TraitorMinds.Add(mindId);
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// Assign briefing
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@@ -146,7 +154,33 @@ public sealed class TraitorRuleSystem : GameRuleSystem<TraitorRuleComponent>
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return true;
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}
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// WD EDIT START AHEAD OF WIZDEN UPSTREAM
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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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// WD EDIT END AHEAD OF WIZDEN UPSTREAM
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private void OnObjectivesTextGetInfo(EntityUid uid, TraitorRuleComponent comp, ref ObjectivesTextGetInfoEvent args)
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{
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args.Minds = _antag.GetAntagMindEntityUids(uid);
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@@ -158,13 +192,16 @@ public sealed class TraitorRuleSystem : GameRuleSystem<TraitorRuleComponent>
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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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private string GenerateBriefing(string[] codewords, Note[]? uplinkCode, string? objectiveIssuer = null)
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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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sb.AppendLine(Loc.GetString("traitor-role-codewords-short", ("codewords", string.Join(", ", codewords))));
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if (codewords != null) // WD EDIT AHEAD OF WIZDEN UPSTREAM
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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-short", ("code", string.Join("-", uplinkCode).Replace("sharp", "#"))));
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else // WD EDIT AHEAD OF WIZDEN UPSTREAM
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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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@@ -1,4 +1,5 @@
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using Content.Server.Traitor.Systems;
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using Robust.Shared.Prototypes;
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namespace Content.Server.Traitor.Components;
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@@ -9,14 +10,8 @@ namespace Content.Server.Traitor.Components;
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public sealed partial class AutoTraitorComponent : Component
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{
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/// <summary>
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/// Whether to give the traitor an uplink or not.
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/// The traitor profile to use
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/// </summary>
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[DataField("giveUplink"), ViewVariables(VVAccess.ReadWrite)]
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public bool GiveUplink = true;
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/// <summary>
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/// Whether to give the traitor objectives or not.
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/// </summary>
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[DataField("giveObjectives"), ViewVariables(VVAccess.ReadWrite)]
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public bool GiveObjectives = true;
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[DataField]
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public EntProtoId Profile = "Traitor"; // WD EDIT AHEAD OF WIZDEN UPSTREAM
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}
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@@ -12,9 +12,6 @@ public sealed class AutoTraitorSystem : EntitySystem
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{
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[Dependency] private readonly AntagSelectionSystem _antag = default!;
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[ValidatePrototypeId<EntityPrototype>]
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private const string DefaultTraitorRule = "Traitor";
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public override void Initialize()
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{
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base.Initialize();
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@@ -24,6 +21,6 @@ public sealed class AutoTraitorSystem : EntitySystem
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private void OnMindAdded(EntityUid uid, AutoTraitorComponent comp, MindAddedMessage args)
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{
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_antag.ForceMakeAntag<AutoTraitorComponent>(args.Mind.Comp.Session, DefaultTraitorRule);
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_antag.ForceMakeAntag<AutoTraitorComponent>(args.Mind.Comp.Session, comp.Profile); // WD EDIT AHEAD OF WIZDEN UPSTREAM
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}
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}
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7
Content.Server/Traitor/Uplink/UplinkComponent.cs
Normal file
7
Content.Server/Traitor/Uplink/UplinkComponent.cs
Normal file
@@ -0,0 +1,7 @@
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namespace Content.Server.Traitor.Uplink;
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/// <summary>
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/// This is used for identifying something as a hidden uplink and showing the UI.
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/// </summary>
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[RegisterComponent]
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public sealed partial class UplinkComponent : Component;
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@@ -1,94 +1,130 @@
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using Content.Server.Store.Systems;
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using Content.Shared.FixedPoint;
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using Content.Shared.Hands.EntitySystems;
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using Content.Shared.Implants;
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using Content.Shared.Inventory;
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using Content.Shared.PDA;
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using Content.Server.Store.Components;
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using Content.Shared.FixedPoint;
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using Content.Shared.Store;
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using Content.Server.Store.Components;
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using Robust.Shared.Prototypes;
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namespace Content.Server.Traitor.Uplink
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namespace Content.Server.Traitor.Uplink;
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public sealed class UplinkSystem : EntitySystem // WD EDIT AHEAD OF WIZDEN UPSTREAM
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{
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public sealed class UplinkSystem : EntitySystem
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[Dependency] private readonly InventorySystem _inventorySystem = default!;
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[Dependency] private readonly SharedHandsSystem _handsSystem = default!;
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[Dependency] private readonly IPrototypeManager _proto = default!;
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[Dependency] private readonly StoreSystem _store = default!;
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[Dependency] private readonly SharedSubdermalImplantSystem _subdermalImplant = default!;
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[ValidatePrototypeId<CurrencyPrototype>]
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public const string TelecrystalCurrencyPrototype = "Telecrystal";
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private const string FallbackUplinkImplant = "UplinkImplant";
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private const string FallbackUplinkCatalog = "UplinkUplinkImplanter";
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/// <summary>
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/// Adds an uplink to the target
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/// </summary>
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/// <param name="user">The person who is getting the uplink</param>
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/// <param name="balance">The amount of currency on the uplink. If null, will just use the amount specified in the preset.</param>
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/// <param name="uplinkEntity">The entity that will actually have the uplink functionality. Defaults to the PDA if null.</param>
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/// <param name="giveDiscounts">Marker that enables discounts for uplink items.</param>
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/// <returns>Whether or not the uplink was added successfully</returns>
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public bool AddUplink(
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EntityUid user,
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FixedPoint2 balance,
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EntityUid? uplinkEntity = null,
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bool giveDiscounts = false)
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{
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[Dependency] private readonly InventorySystem _inventorySystem = default!;
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[Dependency] private readonly SharedHandsSystem _handsSystem = default!;
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[Dependency] private readonly StoreSystem _store = default!;
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// Try to find target item if none passed
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uplinkEntity ??= FindUplinkTarget(user);
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if (uplinkEntity == null)
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return ImplantUplink(user, balance, giveDiscounts);
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[ValidatePrototypeId<CurrencyPrototype>]
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public const string TelecrystalCurrencyPrototype = "Telecrystal";
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EnsureComp<UplinkComponent>(uplinkEntity.Value);
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/// <summary>
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/// Gets the amount of TC on an "uplink"
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/// Mostly just here for legacy systems based on uplink.
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/// </summary>
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/// <param name="component"></param>
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/// <returns>the amount of TC</returns>
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public int GetTCBalance(StoreComponent component)
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SetUplink(user, uplinkEntity.Value, balance, giveDiscounts);
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// TODO add BUI. Currently can't be done outside of yaml -_-
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// ^ What does this even mean?
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return true;
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}
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/// <summary>
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/// Configure TC for the uplink
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/// </summary>
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private void SetUplink(EntityUid user, EntityUid uplink, FixedPoint2 balance, bool giveDiscounts)
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{
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var store = EnsureComp<StoreComponent>(uplink);
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store.AccountOwner = user;
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_store.InitializeFromPreset("StorePresetUplink", uplink, store); // WD
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store.Balance.Clear();
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_store.TryAddCurrency(new Dictionary<string, FixedPoint2> { { TelecrystalCurrencyPrototype, balance } },
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uplink,
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store);
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// WD REMOVED UNTIL PROPER UPSTREAM
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// var uplinkInitializedEvent = new StoreInitializedEvent(
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// TargetUser: user,
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// Store: uplink,
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// UseDiscounts: giveDiscounts,
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// Listings: _store.GetAvailableListings(user, uplink, store)
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// .ToArray());
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// RaiseLocalEvent(ref uplinkInitializedEvent);
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}
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/// <summary>
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/// Implant an uplink as a fallback measure if the traitor had no PDA
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/// </summary>
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private bool ImplantUplink(EntityUid user, FixedPoint2 balance, bool giveDiscounts)
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{
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var implantProto = new string(FallbackUplinkImplant);
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if (!_proto.TryIndex<ListingPrototype>(FallbackUplinkCatalog, out var catalog))
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return false;
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if (!catalog.Cost.TryGetValue(TelecrystalCurrencyPrototype, out var cost))
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return false;
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if (balance < cost) // Can't use Math functions on FixedPoint2
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balance = 0;
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else
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balance = balance - cost;
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var implant = _subdermalImplant.AddImplant(user, implantProto);
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if (!HasComp<StoreComponent>(implant))
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return false;
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SetUplink(user, implant.Value, balance, giveDiscounts);
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return true;
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}
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/// <summary>
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/// Finds the entity that can hold an uplink for a user.
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/// Usually this is a pda in their pda slot, but can also be in their hands. (but not pockets or inside bag, etc.)
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/// </summary>
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public EntityUid? FindUplinkTarget(EntityUid user)
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{
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// Try to find PDA in inventory
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if (_inventorySystem.TryGetContainerSlotEnumerator(user, out var containerSlotEnumerator))
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{
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FixedPoint2? tcBalance = component.Balance.GetValueOrDefault(TelecrystalCurrencyPrototype);
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return tcBalance?.Int() ?? 0;
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while (containerSlotEnumerator.MoveNext(out var pdaUid))
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{
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if (!pdaUid.ContainedEntity.HasValue)
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continue;
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if (HasComp<PdaComponent>(pdaUid.ContainedEntity.Value) || HasComp<StoreComponent>(pdaUid.ContainedEntity.Value))
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return pdaUid.ContainedEntity.Value;
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}
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}
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// Also check hands
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foreach (var item in _handsSystem.EnumerateHeld(user))
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{
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if (HasComp<PdaComponent>(item) || HasComp<StoreComponent>(item))
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return item;
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}
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/// <summary>
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/// Adds an uplink to the target
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/// </summary>
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/// <param name="user">The person who is getting the uplink</param>
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/// <param name="balance">The amount of currency on the uplink. If null, will just use the amount specified in the preset.</param>
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/// <param name="uplinkPresetId">The id of the storepreset</param>
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/// <param name="uplinkEntity">The entity that will actually have the uplink functionality. Defaults to the PDA if null.</param>
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/// <returns>Whether or not the uplink was added successfully</returns>
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public bool AddUplink(EntityUid user, FixedPoint2? balance, string uplinkPresetId = "StorePresetUplink", EntityUid? uplinkEntity = null)
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{
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// Try to find target item
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if (uplinkEntity == null)
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{
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uplinkEntity = FindUplinkTarget(user);
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if (uplinkEntity == null)
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return false;
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}
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var store = EnsureComp<StoreComponent>(uplinkEntity.Value);
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_store.InitializeFromPreset(uplinkPresetId, uplinkEntity.Value, store);
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store.AccountOwner = user;
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store.Balance.Clear();
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if (balance != null)
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{
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store.Balance.Clear();
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_store.TryAddCurrency(new Dictionary<string, FixedPoint2> { { TelecrystalCurrencyPrototype, balance.Value } }, uplinkEntity.Value, store);
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}
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// TODO add BUI. Currently can't be done outside of yaml -_-
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return true;
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}
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/// <summary>
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/// Finds the entity that can hold an uplink for a user.
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/// Usually this is a pda in their pda slot, but can also be in their hands. (but not pockets or inside bag, etc.)
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/// </summary>
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public EntityUid? FindUplinkTarget(EntityUid user)
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{
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// Try to find PDA in inventory
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if (_inventorySystem.TryGetContainerSlotEnumerator(user, out var containerSlotEnumerator))
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{
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while (containerSlotEnumerator.MoveNext(out var pdaUid))
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{
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if (!pdaUid.ContainedEntity.HasValue) continue;
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if (HasComp<PdaComponent>(pdaUid.ContainedEntity.Value) || HasComp<StoreComponent>(pdaUid.ContainedEntity.Value))
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return pdaUid.ContainedEntity.Value;
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}
|
||||
}
|
||||
|
||||
// Also check hands
|
||||
foreach (var item in _handsSystem.EnumerateHeld(user))
|
||||
{
|
||||
if (HasComp<PdaComponent>(item) || HasComp<StoreComponent>(item))
|
||||
return item;
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -108,22 +108,38 @@ public abstract class SharedSubdermalImplantSystem : EntitySystem
|
||||
/// </summary>
|
||||
public void AddImplants(EntityUid uid, IEnumerable<String> implants)
|
||||
{
|
||||
var coords = Transform(uid).Coordinates;
|
||||
foreach (var id in implants)
|
||||
{
|
||||
var ent = Spawn(id, coords);
|
||||
if (TryComp<SubdermalImplantComponent>(ent, out var implant))
|
||||
{
|
||||
ForceImplant(uid, ent, implant);
|
||||
}
|
||||
else
|
||||
{
|
||||
Log.Warning($"Found invalid starting implant '{id}' on {uid} {ToPrettyString(uid):implanted}");
|
||||
Del(ent);
|
||||
}
|
||||
AddImplant(uid, id);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Adds a single implant to a person, and returns the implant.
|
||||
/// Logs any implant ids that don't have <see cref="SubdermalImplantComponent"/>.
|
||||
/// </summary>
|
||||
/// <returns>
|
||||
/// The implant, if it was successfully created. Otherwise, null.
|
||||
/// </returns>>
|
||||
public EntityUid? AddImplant(EntityUid uid, String implantId) // WD EDIT AHEAD OF WIZDEN UPSTREAM
|
||||
{
|
||||
var coords = Transform(uid).Coordinates;
|
||||
var ent = Spawn(implantId, coords);
|
||||
|
||||
if (TryComp<SubdermalImplantComponent>(ent, out var implant))
|
||||
{
|
||||
ForceImplant(uid, ent, implant);
|
||||
}
|
||||
else
|
||||
{
|
||||
Log.Warning($"Found invalid starting implant '{implantId}' on {uid} {ToPrettyString(uid):implanted}");
|
||||
Del(ent);
|
||||
return null;
|
||||
}
|
||||
|
||||
return ent;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Forces an implant into a person
|
||||
/// Good for on spawn related code or admin additions
|
||||
@@ -184,7 +200,7 @@ public abstract class SharedSubdermalImplantSystem : EntitySystem
|
||||
var relayEv = new ImplantRelayEvent<T>(args);
|
||||
foreach (var implant in implantContainer.ContainedEntities)
|
||||
{
|
||||
if (args is HandledEntityEventArgs { Handled : true })
|
||||
if (args is HandledEntityEventArgs { Handled: true })
|
||||
return;
|
||||
|
||||
RaiseLocalEvent(implant, relayEv);
|
||||
@@ -223,7 +239,7 @@ public abstract class SharedSubdermalImplantSystem : EntitySystem
|
||||
// Remove the implant from the donor's implant container
|
||||
_container.Remove(donorImplant, donorImplantContainer, force: true);
|
||||
|
||||
if(!TryComp<SubdermalImplantComponent>(donorImplant, out var subdermal))
|
||||
if (!TryComp<SubdermalImplantComponent>(donorImplant, out var subdermal))
|
||||
return;
|
||||
|
||||
// Insert the implant into the recipient's implant container
|
||||
|
||||
@@ -26,7 +26,7 @@ traitor-death-match-end-round-description-entry = {$originalName}'s PDA, with {$
|
||||
traitor-role-greeting =
|
||||
You are an agent sent by {$corporation} on behalf of The Syndicate.
|
||||
Your objectives and codewords are listed in the character menu.
|
||||
Use the uplink loaded into your PDA to buy the tools you'll need for this mission.
|
||||
Use your uplink to buy the tools you'll need for this mission.
|
||||
Death to Nanotrasen!
|
||||
traitor-role-codewords =
|
||||
The codewords are:
|
||||
@@ -36,9 +36,13 @@ traitor-role-codewords =
|
||||
traitor-role-uplink-code =
|
||||
Set your ringtone to the notes {$code} to lock or unlock your uplink.
|
||||
Remember to lock it after, or the stations crew will easily open it too!
|
||||
traitor-role-uplink-implant =
|
||||
Your uplink implant has been activated, access it from your hotbar.
|
||||
The uplink is secure unless someone removes it from your body.
|
||||
|
||||
# don't need all the flavour text for character menu
|
||||
traitor-role-codewords-short =
|
||||
The codewords are:
|
||||
{$codewords}.
|
||||
traitor-role-uplink-code-short = Your uplink code is {$code}. Set it as your PDA ringtone to access uplink.
|
||||
traitor-role-uplink-implant-short = Your uplink was implanted. Access it from your hotbar.
|
||||
|
||||
@@ -25,7 +25,7 @@ traitor-death-match-end-round-description-entry = ПДА { $originalName }, с {
|
||||
traitor-role-greeting =
|
||||
Вы - агент Синдиката.
|
||||
Ваши цели и кодовые слова перечислены в меню персонажа.
|
||||
Воспользуйтесь аплинком, встроенным в ваш ПДА, чтобы приобрести всё необходимое для выполнения работы.
|
||||
Воспользуйтесь аплинком, чтобы приобрести всё необходимое для выполнения работы.
|
||||
Смерть НаноТрейзен!
|
||||
|
||||
traitor-role-codewords =
|
||||
@@ -37,6 +37,9 @@ traitor-role-codewords =
|
||||
traitor-role-uplink-code =
|
||||
Установите мелодия рингтона на {$code} чтобы разблокировать аплинк.
|
||||
Не забудьте заблокировать его после этого, иначе сотрудники станции тоже легко откроют его!
|
||||
traitor-role-uplink-implant =
|
||||
Ваш имплант аплинк активирован, воспользуйтесь им из хотбара.
|
||||
Аплинк надежно защищён, пока кто-нибудь не извлечёт его из вашего тела.
|
||||
|
||||
# don't need all the flavour text for character menu
|
||||
traitor-role-codewords-short =
|
||||
@@ -44,3 +47,4 @@ traitor-role-codewords-short =
|
||||
{$codewords}.
|
||||
|
||||
traitor-role-uplink-code-short = Код от вашего аплинка - {$code}. Установите его в качестве рингтона на своём ПДА для доступа к аплинку.
|
||||
traitor-role-uplink-implant-short = Ваш аплинк был имплантирован. Воспользуйтесь им из хотбара.
|
||||
|
||||
@@ -1335,8 +1335,7 @@
|
||||
components:
|
||||
# make the player a traitor once its taken
|
||||
- type: AutoTraitor
|
||||
giveUplink: false
|
||||
giveObjectives: false
|
||||
profile: TraitorReinforcement
|
||||
|
||||
- type: entity
|
||||
id: MobMonkeySyndicateAgentNukeops # Reinforcement exclusive to nukeops uplink
|
||||
@@ -1491,8 +1490,7 @@
|
||||
components:
|
||||
# make the player a traitor once its taken
|
||||
- type: AutoTraitor
|
||||
giveUplink: false
|
||||
giveObjectives: false
|
||||
profile: TraitorReinforcement
|
||||
|
||||
- type: entity
|
||||
id: MobKoboldSyndicateAgentNukeops # Reinforcement exclusive to nukeops uplink
|
||||
|
||||
@@ -27,8 +27,7 @@
|
||||
components:
|
||||
# make the player a traitor once its taken
|
||||
- type: AutoTraitor
|
||||
giveUplink: false
|
||||
giveObjectives: false
|
||||
profile: TraitorReinforcement
|
||||
|
||||
- type: entity
|
||||
parent: MobHumanSyndicateAgentBase
|
||||
|
||||
@@ -163,6 +163,20 @@
|
||||
- type: TraitorRole
|
||||
prototype: Traitor
|
||||
|
||||
- type: entity # WD AHEAD OF WIZDEN UPSTREAM
|
||||
id: TraitorReinforcement
|
||||
parent: Traitor
|
||||
components:
|
||||
- type: TraitorRule
|
||||
giveUplink: false
|
||||
giveCodewords: false # It would actually give them a different set of codewords than the regular traitors, anyway
|
||||
giveBriefing: false
|
||||
- type: AntagSelection
|
||||
definitions:
|
||||
- prefRoles: [ Traitor ]
|
||||
mindRoles:
|
||||
- MindRoleTraitor
|
||||
|
||||
- type: entity
|
||||
id: Revolutionary
|
||||
parent: BaseGameRule
|
||||
|
||||
Reference in New Issue
Block a user