New Thief minor antagonist (#21520)
* start working * add right-click thief antagins some architecture restruct * add meh thief greeting audio * add thief subgamemode to Traitors gamemode * add late join thief (not tested yet) add briefing * add pacifism * add Steal tasks to thief * fix crash thief+traitor on person * add new condition: collection steal * add tracking of succes collection objective * add stamp collection target remove some boring steal target add check pulling entity to collection target * finalize first 2 group objective * start merging stealing objective systems * merging * finish merging. Now traitor steal objective work better * we don't check the items of pullable sentient entity * clear naming, enable thief signle item objective start * objective pack add * finish with steal item objectives * convert string to ProtoId<> * some clean up * add thieves to revolution game mode * Update Resources/Locale/en-US/game-ticking/game-presets/preset-thief.ftl Co-authored-by: Flareguy <78941145+Flareguy@users.noreply.github.com> * Update Resources/Locale/en-US/game-ticking/game-presets/preset-thief.ftl Co-authored-by: Flareguy <78941145+Flareguy@users.noreply.github.com> * update pacifism: fix crashing, monkey-thief without pacified * adaptive animal briefing, cleaning locales * add structure steal objectives * remove RCD target * add thiefs to manifest, but bug with traitor duplications * add escape objective * add chat briefing * setup animal objective group system * add animal steal objectives * add animal objectives notroleconditions * add morty * now thief mode has a chance of not launching Now there are a random number of thieves per round from 1 to 3 * 6 hours of trying to fix duplicate tasks. Failure * added thief pinpointer (buggy) * start thief backpack UI work * revert pinpointer for scope reason * UI continue work * add thief starter kits content * remove ERP kit :trollface: * finally! giving starting items to thief. Now it playable, but still need more work * clean up * fix * fox * add merged items into thief new Starting Kit (buggy) * fix YES antag menu * objection tweaks * remove hearts objective, working on spawning things from toolbox * smug * fixes * add race specifier objective condition LAMPS * meh * fix fix fix * the alive * Adding stamps * Update backpack.ftl * Revert1 * Revert ftl * add voice mask to communicator kit * Update Resources/Locale/en-US/administration/antag.ftl Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com> * Update Resources/Locale/en-US/game-ticking/game-presets/preset-thief.ftl Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com> * Update Resources/Locale/en-US/thief/backpack.ftl Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com> * Update Resources/Locale/en-US/objectives/conditions/steal.ftl Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com> * Update Resources/Locale/en-US/thief/backpack.ftl Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com> * Update Resources/Locale/en-US/thief/backpack.ftl Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com> * Update Resources/Locale/en-US/thief/backpack.ftl Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com> * Update Resources/Locale/en-US/thief/backpack.ftl Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com> * Update Resources/Locale/en-US/prototypes/roles/antags.ftl Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com> * Update Resources/Locale/en-US/thief/backpack.ftl Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com> * update * fix * more reusable function, add documentation * fix doc * faint fixes --------- Co-authored-by: Flareguy <78941145+Flareguy@users.noreply.github.com> Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com>
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using Content.Server.Objectives.Systems;
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using Content.Shared.Objectives;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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namespace Content.Server.Objectives.Components;
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/// <summary>
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/// Requires that you steal a certain item.
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/// Requires that you steal a certain item (or several)
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/// </summary>
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[RegisterComponent, Access(typeof(StealConditionSystem))]
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public sealed partial class StealConditionComponent : Component
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{
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/// <summary>
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/// The id of the item to steal.
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/// A group of items to be stolen
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/// </summary>
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/// <remarks>
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/// Works by prototype id not tags or anything so it has to be the exact item.
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/// </remarks>
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[DataField(required: true, customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>)), ViewVariables(VVAccess.ReadWrite)]
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public string Prototype = string.Empty;
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[DataField(required: true)]
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public ProtoId<StealTargetGroupPrototype> StealGroup;
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/// <summary>
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/// When enabled, disables generation of this target if there is no entity on the map (disable for objects that can be created mid-round).
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/// </summary>
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[DataField]
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public bool VerifyMapExistance = true;
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/// <summary>
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/// If the target may be alive but has died, it will not be counted
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/// </summary>
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[DataField]
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public bool CheckAlive = false;
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/// <summary>
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/// The minimum number of items you need to steal to fulfill a objective
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/// </summary>
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[DataField]
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public int MinCollectionSize = 1;
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/// <summary>
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/// The maximum number of items you need to steal to fulfill a objective
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/// </summary>
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[DataField]
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public int MaxCollectionSize = 1;
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/// <summary>
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/// Target collection size after calculation
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/// </summary>
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[DataField]
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public int CollectionSize;
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/// <summary>
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/// Help newer players by saying e.g. "steal the chief engineer's advanced magboots"
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/// instead of "steal advanced magboots. Should be a loc string.
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/// </summary>
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[DataField("owner"), ViewVariables(VVAccess.ReadWrite)]
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[DataField("owner")]
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public string? OwnerText;
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// All this need to be loc string
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[DataField(required: true)]
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public LocId ObjectiveText;
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[DataField(required: true)]
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public LocId ObjectiveNoOwnerText;
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[DataField(required: true)]
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public LocId DescriptionText;
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[DataField(required: true)]
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public LocId DescriptionMultiplyText;
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}
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