Новые аспекты (#495)
* Add ReflectAspect * Add SlipperyAspect * Add TraitorRichAspect * Add WhisperAspect * Add DarknessAspect & StolenFloorAspect * Add WindowLeakAspect * Add CatEarsAspect * Add NothingAspect * Fix fast and furious clone * Add SkeletonAspect * Add cvar ceanup
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@@ -23,6 +23,10 @@ using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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using Content.Server.Objectives;
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using Content.Server.White.Administration;
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using Content.Server.White.AspectsSystem.Aspects;
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using Content.Server.White.AspectsSystem.Aspects.Components;
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using Content.Server.White.Reputation;
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using Content.Shared.White.Mood;
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@@ -44,7 +48,8 @@ public sealed class TraitorRuleSystem : GameRuleSystem<TraitorRuleComponent>
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[Dependency] private readonly SharedRoleSystem _roleSystem = default!;
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[Dependency] private readonly SharedJobSystem _jobs = default!;
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[Dependency] private readonly ObjectivesSystem _objectives = default!;
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[Dependency] private readonly RoleSystem _roles = default!; // WD
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//WD EDIT
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[Dependency] private readonly GameTicker _gameTicker = default!;
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private ISawmill _sawmill = default!;
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@@ -190,7 +195,7 @@ public sealed class TraitorRuleSystem : GameRuleSystem<TraitorRuleComponent>
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{
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return false;
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}*/
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if (_roles.MindIsAntagonist(mindId))
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if (_roleSystem.MindIsAntagonist(mindId))
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{
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return false;
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}
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@@ -200,6 +205,15 @@ public sealed class TraitorRuleSystem : GameRuleSystem<TraitorRuleComponent>
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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 START
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var richAspect = false;
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if (_gameTicker.GetActiveGameRules().Where(HasComp<TraitorRichAspectComponent>).Any())
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{
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startingBalance += 10;
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richAspect = true;
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}
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// WD END
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// Give traitors their codewords and uplink code to keep in their character info menu
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var briefing = Loc.GetString("traitor-role-codewords-short", ("codewords", string.Join(", ", traitorRule.Codewords)));
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Note[]? code = null;
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@@ -236,6 +250,8 @@ public sealed class TraitorRuleSystem : GameRuleSystem<TraitorRuleComponent>
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}, mind);
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_roleSystem.MindPlaySound(mindId, traitorRule.GreetSoundNotification, mind);
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SendTraitorBriefing(mindId, traitorRule.Codewords, code);
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if (richAspect) // WD
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TraitorRichAspect.NotifyTraitor(mind, _chatManager);
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traitorRule.TraitorMinds.Add(mindId);
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// Change the faction
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