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>
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@@ -13,6 +13,7 @@ using Content.Server.Mind.Commands;
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using Content.Server.Mind.Components;
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using Content.Server.Nutrition.Components;
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using Content.Server.Popups;
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using Content.Server.Roles;
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using Content.Server.Speech.Components;
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using Content.Server.Temperature.Components;
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using Content.Server.Traitor;
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@@ -58,6 +59,7 @@ namespace Content.Server.Zombies
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[Dependency] private readonly IPrototypeManager _proto = default!;
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[Dependency] private readonly MobStateSystem _mobState = default!;
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[Dependency] private readonly MobThresholdSystem _mobThreshold = default!;
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[Dependency] private readonly SharedAudioSystem _audioSystem = default!;
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public override void Initialize()
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{
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@@ -207,9 +209,12 @@ namespace Content.Server.Zombies
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if (mindcomp.Mind != null && mindcomp.Mind.TryGetSession(out var session))
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{
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//Zombie role for player manifest
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mindcomp.Mind.AddRole(new TraitorRole(mindcomp.Mind, _proto.Index<AntagPrototype>(zombiecomp.ZombieRoleId)));
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mindcomp.Mind.AddRole(new ZombieRole(mindcomp.Mind, _proto.Index<AntagPrototype>(zombiecomp.ZombieRoleId)));
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//Greeting message for new bebe zombers
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_chatMan.DispatchServerMessage(session, Loc.GetString("zombie-infection-greeting"));
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// Notificate player about new role assignment
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_audioSystem.PlayGlobal(zombiecomp.GreetSoundNotification, session);
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}
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if (!HasComp<GhostRoleMobSpawnerComponent>(target) && !mindcomp.HasMind) //this specific component gives build test trouble so pop off, ig
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