Refactoring of roles and notifications about antagonist assignment (#16864)

* Refactoring of antagonist roles and notifications about antagonist role assignment.
Refactoring of traitor assignment methods and bug fixing.

* Announcement files moved, code is adjusted to new revision

* Play to entity changed to play to global cause of mono audio restrictions.

* Path to audio files changed to sound specifiers, unique alerts for each role.

* Uncommited changes

* New alert sounds for each antag role.

* PR review fixes

* Antagonist role assignment sound notifications moved to Systems, sounds moved to Components.

* License update

* Fixed naming and redundant parameters

---------

Co-authored-by: Титов Вячеслав Витальевич <rincew1nd@yandex.ru>
This commit is contained in:
Vyacheslav Titov
2023-06-07 10:15:22 +03:00
committed by GitHub
parent f5d2b0e284
commit 2e241691aa
25 changed files with 187 additions and 87 deletions

View File

@@ -7,6 +7,7 @@ using Content.Server.Mind.Components;
using Content.Server.Players;
using Content.Server.Popups;
using Content.Server.Preferences.Managers;
using Content.Server.Roles;
using Content.Server.RoundEnd;
using Content.Server.Traitor;
using Content.Server.Zombies;
@@ -284,7 +285,7 @@ public sealed class ZombieRuleSystem : GameRuleSystem<ZombieRuleComponent>
DebugTools.AssertNotNull(mind.OwnedEntity);
mind.AddRole(new TraitorRole(mind, _prototypeManager.Index<AntagPrototype>(component.PatientZeroPrototypeID)));
mind.AddRole(new ZombieRole(mind, _prototypeManager.Index<AntagPrototype>(component.PatientZeroPrototypeID)));
var inCharacterName = string.Empty;
// Create some variation between the times of each zombie, relative to the time of the group as a whole.