Added briefings to character menu & the traitor briefing (codewords) (#5971)

This commit is contained in:
Rane
2022-01-05 00:46:40 -05:00
committed by GitHub
parent b1978d1e89
commit 8f6192dafa
5 changed files with 27 additions and 4 deletions

View File

@@ -27,6 +27,7 @@ public class CharacterInfoSystem : EntitySystem
var conditions = new Dictionary<string, List<ConditionInfo>>();
var jobTitle = "No Profession";
var briefing = "!!ERROR: No Briefing!!"; //should never show on the UI unless there's a bug
if (EntityManager.TryGetComponent(entity, out MindComponent? mindComponent) && mindComponent.Mind != null)
{
var mind = mindComponent.Mind;
@@ -51,9 +52,12 @@ public class CharacterInfoSystem : EntitySystem
jobTitle = role.Name;
break;
}
// Get briefing
briefing = mind.Briefing;
}
RaiseNetworkEvent(new CharacterInfoEvent(entity, jobTitle, conditions),
RaiseNetworkEvent(new CharacterInfoEvent(entity, jobTitle, conditions, briefing),
Filter.SinglePlayer(args.SenderSession));
}
}

View File

@@ -186,6 +186,9 @@ public class TraitorRuleSystem : GameRuleSystem
if (traitor.Mind.TryAddObjective(objective))
difficulty += objective.Difficulty;
}
//give traitors their codewords to keep in their character info menu
traitor.Mind.Briefing = Loc.GetString("traitor-role-codewords", ("codewords", string.Join(", ",codewords)));
}
SoundSystem.Play(Filter.Empty().AddWhere(s => ((IPlayerSession)s).Data.ContentData()?.Mind?.HasRole<TraitorRole>() ?? false), _addedSound.GetSound(), AudioParams.Default);

View File

@@ -35,6 +35,8 @@ namespace Content.Server.Mind
private readonly ISet<Role> _roles = new HashSet<Role>();
private readonly List<Objective> _objectives = new();
public string Briefing = String.Empty;
/// <summary>
/// Creates the new mind.