@@ -7,7 +7,6 @@ using Content.Server.GameTicking.Rules.Components;
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using Content.Server.Mind;
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using Content.Server.Mind;
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using Content.Server.NPC.Components;
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using Content.Server.NPC.Components;
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using Content.Server.NPC.Systems;
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using Content.Server.NPC.Systems;
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using Content.Server.Objectives;
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using Content.Server.Popups;
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using Content.Server.Popups;
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using Content.Server.Revolutionary.Components;
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using Content.Server.Revolutionary.Components;
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using Content.Server.Roles;
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using Content.Server.Roles;
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@@ -43,7 +42,6 @@ public sealed class RevolutionaryRuleSystem : GameRuleSystem<RevolutionaryRuleCo
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[Dependency] private readonly MindSystem _mind = default!;
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[Dependency] private readonly MindSystem _mind = default!;
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[Dependency] private readonly MobStateSystem _mobState = default!;
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[Dependency] private readonly MobStateSystem _mobState = default!;
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[Dependency] private readonly NpcFactionSystem _npcFaction = default!;
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[Dependency] private readonly NpcFactionSystem _npcFaction = default!;
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[Dependency] private readonly ObjectivesSystem _objectives = default!;
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[Dependency] private readonly PopupSystem _popup = default!;
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[Dependency] private readonly PopupSystem _popup = default!;
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[Dependency] private readonly RoleSystem _role = default!;
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[Dependency] private readonly RoleSystem _role = default!;
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[Dependency] private readonly SharedStunSystem _stun = default!;
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[Dependency] private readonly SharedStunSystem _stun = default!;
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@@ -104,15 +102,24 @@ public sealed class RevolutionaryRuleSystem : GameRuleSystem<RevolutionaryRuleCo
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ev.AddLine(Loc.GetString(Outcomes[index]));
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ev.AddLine(Loc.GetString(Outcomes[index]));
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ev.AddLine(Loc.GetString("rev-headrev-count", ("initialCount", headrev.HeadRevs.Count)));
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ev.AddLine(Loc.GetString("rev-headrev-count", ("initialCount", headrev.HeadRevs.Count)));
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foreach (var player in headrev.HeadRevs.Values)
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foreach (var player in headrev.HeadRevs)
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{
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{
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var title = _objectives.GetTitle(player);
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if (title == null)
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continue;
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// TODO: when role entities are a thing this has to change
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// TODO: when role entities are a thing this has to change
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var count = CompOrNull<RevolutionaryRoleComponent>(player)?.ConvertedCount ?? 0;
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var count = CompOrNull<RevolutionaryRoleComponent>(player.Value)?.ConvertedCount ?? 0;
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ev.AddLine(Loc.GetString("rev-headrev-player", ("title", title), ("count", count)));
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_mind.TryGetSession(player.Value, out var session);
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var username = session?.Name;
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if (username != null)
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{
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ev.AddLine(Loc.GetString("rev-headrev-name-user",
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("name", player.Key),
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("username", username), ("count", count)));
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}
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else
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{
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ev.AddLine(Loc.GetString("rev-headrev-name",
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("name", player.Key), ("count", count)));
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}
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// TODO: someone suggested listing all alive? revs maybe implement at some point
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// TODO: someone suggested listing all alive? revs maybe implement at some point
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}
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}
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@@ -55,7 +55,12 @@ rev-headrev-count = {$initialCount ->
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*[other] There were {$initialCount} Head Revolutionaries:
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*[other] There were {$initialCount} Head Revolutionaries:
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}
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}
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rev-headrev-player = {$title} converted {$count} {$count ->
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rev-headrev-name-user = [color=#5e9cff]{$name}[/color] ([color=gray]{$username}[/color]) converted {$count} {$count ->
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[one] person
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[one] person
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*[other] people
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*[other] people
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}.
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}
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rev-headrev-name = [color=#5e9cff]{$name}[/color] converted {$count} {$count ->
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[one] person
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*[other] people
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}
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Block a user