Let species prototypes define valid sexes (Sex Refactor) (#11520)
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@@ -2,9 +2,7 @@ using System.Linq;
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using Content.Server.Administration.Commands;
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using Content.Server.Cargo.Systems;
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using Content.Server.Chat.Managers;
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using Content.Server.GameTicking.Rules.Configurations;
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using Content.Server.Preferences.Managers;
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using Content.Server.RoundEnd;
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using Content.Server.Spawners.Components;
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using Content.Server.Station.Components;
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using Content.Server.Station.Systems;
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@@ -19,6 +17,7 @@ using Robust.Shared.Map;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Utility;
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using Robust.Shared.Enums;
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namespace Content.Server.GameTicking.Rules;
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@@ -37,6 +36,7 @@ public sealed class PiratesRuleSystem : GameRuleSystem
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[Dependency] private readonly StationSpawningSystem _stationSpawningSystem = default!;
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[Dependency] private readonly StationSystem _stationSystem = default!;
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[Dependency] private readonly PricingSystem _pricingSystem = default!;
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[Dependency] private readonly NamingSystem _namingSystem = default!;
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[ViewVariables]
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private List<Mind.Mind> _pirates = new();
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@@ -198,8 +198,9 @@ public sealed class PiratesRuleSystem : GameRuleSystem
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for (var i = 0; i < ops.Length; i++)
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{
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var sex = _random.Prob(0.5f) ? Sex.Male : Sex.Female;
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var gender = sex == Sex.Male ? Gender.Male : Gender.Female;
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var name = sex.GetName("Human", _prototypeManager, _random);
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var name = _namingSystem.GetName("Human", gender);
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var session = ops[i];
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var newMind = new Mind.Mind(session.UserId)
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