Traitor activation fix for missing PDA (#30359)
* Implant the uplink if no PDA is found * comments * tidy up loose ends * Whoops usually I start with the namespace, how did I forget it, shame shame * Consistent data type for starting TC balance, misc changes * Implant briefing, guidebook * Update AutoTraitor, add uplink, codeword and briefing parameters to TraitorRuleComponent, no pda for reinforcements * engine 5c0ce43 * pass pda to AddUplink Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * nicer string handling Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * case typo 1 Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * case typo 2 Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * case typo 3 Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * minor layout changes * removed redundant implant check * minor cleanup --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
This commit is contained in:
@@ -1,4 +1,5 @@
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using Content.Shared.Dataset;
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using Content.Shared.Dataset;
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using Content.Shared.FixedPoint;
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using Content.Shared.NPC.Prototypes;
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using Content.Shared.NPC.Prototypes;
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using Content.Shared.Random;
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using Content.Shared.Random;
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using Content.Shared.Roles;
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using Content.Shared.Roles;
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@@ -31,6 +32,24 @@ public sealed partial class TraitorRuleComponent : Component
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[DataField]
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[DataField]
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public ProtoId<DatasetPrototype> ObjectiveIssuers = "TraitorCorporations";
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public ProtoId<DatasetPrototype> ObjectiveIssuers = "TraitorCorporations";
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/// <summary>
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/// Give this traitor an Uplink on spawn.
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/// </summary>
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[DataField]
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public bool GiveUplink = true;
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/// <summary>
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/// Give this traitor the codewords.
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/// </summary>
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[DataField]
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public bool GiveCodewords = true;
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/// <summary>
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/// Give this traitor a briefing in chat.
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/// </summary>
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[DataField]
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public bool GiveBriefing = true;
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public int TotalTraitors => TraitorMinds.Count;
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public int TotalTraitors => TraitorMinds.Count;
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public string[] Codewords = new string[3];
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public string[] Codewords = new string[3];
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@@ -68,5 +87,5 @@ public sealed partial class TraitorRuleComponent : Component
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/// The amount of TC traitors start with.
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/// The amount of TC traitors start with.
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/// </summary>
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/// </summary>
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[DataField]
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[DataField]
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public int StartingBalance = 20;
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public FixedPoint2 StartingBalance = 20;
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}
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}
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@@ -7,6 +7,7 @@ using Content.Server.PDA.Ringer;
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using Content.Server.Roles;
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using Content.Server.Roles;
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using Content.Server.Traitor.Uplink;
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using Content.Server.Traitor.Uplink;
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using Content.Shared.Database;
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using Content.Shared.Database;
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using Content.Shared.FixedPoint;
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using Content.Shared.GameTicking.Components;
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using Content.Shared.GameTicking.Components;
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using Content.Shared.Mind;
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using Content.Shared.Mind;
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using Content.Shared.NPC.Systems;
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using Content.Shared.NPC.Systems;
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@@ -75,38 +76,46 @@ public sealed class TraitorRuleSystem : GameRuleSystem<TraitorRuleComponent>
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return codewords;
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return codewords;
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}
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}
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public bool MakeTraitor(EntityUid traitor, TraitorRuleComponent component, bool giveUplink = true)
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public bool MakeTraitor(EntityUid traitor, TraitorRuleComponent component)
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{
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{
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//Grab the mind if it wasn't provided
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//Grab the mind if it wasn't provided
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if (!_mindSystem.TryGetMind(traitor, out var mindId, out var mind))
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if (!_mindSystem.TryGetMind(traitor, out var mindId, out var mind))
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return false;
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return false;
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var briefing = Loc.GetString("traitor-role-codewords-short", ("codewords", string.Join(", ", component.Codewords)));
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var briefing = "";
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if (component.GiveCodewords)
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briefing = Loc.GetString("traitor-role-codewords-short", ("codewords", string.Join(", ", component.Codewords)));
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var issuer = _random.Pick(_prototypeManager.Index(component.ObjectiveIssuers).Values);
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var issuer = _random.Pick(_prototypeManager.Index(component.ObjectiveIssuers).Values);
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// Uplink code will go here if applicable, but we still need the variable if there aren't any
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Note[]? code = null;
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Note[]? code = null;
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if (giveUplink)
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if (component.GiveUplink)
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{
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{
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// Calculate the amount of currency on the uplink.
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// Calculate the amount of currency on the uplink.
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var startingBalance = component.StartingBalance;
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var startingBalance = component.StartingBalance;
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if (_jobs.MindTryGetJob(mindId, out var prototype))
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if (_jobs.MindTryGetJob(mindId, out var prototype))
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startingBalance = Math.Max(startingBalance - prototype.AntagAdvantage, 0);
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{
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if (startingBalance < prototype.AntagAdvantage) // Can't use Math functions on FixedPoint2
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startingBalance = 0;
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else
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startingBalance = startingBalance - prototype.AntagAdvantage;
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}
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// creadth: we need to create uplink for the antag.
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// Choose and generate an Uplink, and return the uplink code if applicable
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// PDA should be in place already
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var uplinkParams = RequestUplink(traitor, startingBalance, briefing);
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var pda = _uplink.FindUplinkTarget(traitor);
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code = uplinkParams.Item1;
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if (pda == null || !_uplink.AddUplink(traitor, startingBalance, giveDiscounts: true))
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briefing = uplinkParams.Item2;
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return false;
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// Give traitors their codewords and uplink code to keep in their character info menu
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code = EnsureComp<RingerUplinkComponent>(pda.Value).Code;
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// If giveUplink is false the uplink code part is omitted
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briefing = string.Format("{0}\n{1}", briefing,
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Loc.GetString("traitor-role-uplink-code-short", ("code", string.Join("-", code).Replace("sharp", "#"))));
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}
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}
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_antag.SendBriefing(traitor, GenerateBriefing(component.Codewords, code, issuer), null, component.GreetSoundNotification);
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string[]? codewords = null;
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if (component.GiveCodewords)
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codewords = component.Codewords;
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if (component.GiveBriefing)
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_antag.SendBriefing(traitor, GenerateBriefing(codewords, code, issuer), null, component.GreetSoundNotification);
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component.TraitorMinds.Add(mindId);
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component.TraitorMinds.Add(mindId);
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@@ -134,6 +143,32 @@ public sealed class TraitorRuleSystem : GameRuleSystem<TraitorRuleComponent>
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return true;
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return true;
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}
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}
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private (Note[]?, string) RequestUplink(EntityUid traitor, FixedPoint2 startingBalance, string briefing)
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{
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var pda = _uplink.FindUplinkTarget(traitor);
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Note[]? code = null;
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var uplinked = _uplink.AddUplink(traitor, startingBalance, pda, true);
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if (pda is not null && uplinked)
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{
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// Codes are only generated if the uplink is a PDA
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code = EnsureComp<RingerUplinkComponent>(pda.Value).Code;
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// If giveUplink is false the uplink code part is omitted
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briefing = string.Format("{0}\n{1}",
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briefing,
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Loc.GetString("traitor-role-uplink-code-short", ("code", string.Join("-", code).Replace("sharp", "#"))));
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return (code, briefing);
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}
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else if (pda is null && uplinked)
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{
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briefing += "\n" + Loc.GetString("traitor-role-uplink-implant-short");
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}
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return (null, briefing);
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}
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// TODO: AntagCodewordsComponent
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// TODO: AntagCodewordsComponent
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private void OnObjectivesTextPrepend(EntityUid uid, TraitorRuleComponent comp, ref ObjectivesTextPrependEvent args)
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private void OnObjectivesTextPrepend(EntityUid uid, TraitorRuleComponent comp, ref ObjectivesTextPrependEvent args)
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{
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{
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@@ -141,13 +176,17 @@ public sealed class TraitorRuleSystem : GameRuleSystem<TraitorRuleComponent>
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}
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}
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// TODO: figure out how to handle this? add priority to briefing event?
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// TODO: figure out how to handle this? add priority to briefing event?
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private string GenerateBriefing(string[] codewords, Note[]? uplinkCode, string? objectiveIssuer = null)
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private string GenerateBriefing(string[]? codewords, Note[]? uplinkCode, string? objectiveIssuer = null)
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{
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{
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var sb = new StringBuilder();
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var sb = new StringBuilder();
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sb.AppendLine(Loc.GetString("traitor-role-greeting", ("corporation", objectiveIssuer ?? Loc.GetString("objective-issuer-unknown"))));
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sb.AppendLine(Loc.GetString("traitor-role-greeting", ("corporation", objectiveIssuer ?? Loc.GetString("objective-issuer-unknown"))));
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sb.AppendLine(Loc.GetString("traitor-role-codewords", ("codewords", string.Join(", ", codewords))));
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if (codewords != null)
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sb.AppendLine(Loc.GetString("traitor-role-codewords", ("codewords", string.Join(", ", codewords))));
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if (uplinkCode != null)
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if (uplinkCode != null)
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sb.AppendLine(Loc.GetString("traitor-role-uplink-code", ("code", string.Join("-", uplinkCode).Replace("sharp", "#"))));
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sb.AppendLine(Loc.GetString("traitor-role-uplink-code", ("code", string.Join("-", uplinkCode).Replace("sharp", "#"))));
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else
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sb.AppendLine(Loc.GetString("traitor-role-uplink-implant"));
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return sb.ToString();
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return sb.ToString();
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}
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}
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@@ -1,4 +1,5 @@
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using Content.Server.Traitor.Systems;
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using Content.Server.Traitor.Systems;
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using Robust.Shared.Prototypes;
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namespace Content.Server.Traitor.Components;
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namespace Content.Server.Traitor.Components;
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@@ -9,14 +10,8 @@ namespace Content.Server.Traitor.Components;
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public sealed partial class AutoTraitorComponent : Component
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public sealed partial class AutoTraitorComponent : Component
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{
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{
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/// <summary>
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/// <summary>
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/// Whether to give the traitor an uplink or not.
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/// The traitor profile to use
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/// </summary>
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/// </summary>
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[DataField("giveUplink"), ViewVariables(VVAccess.ReadWrite)]
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[DataField]
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public bool GiveUplink = true;
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public EntProtoId Profile = "Traitor";
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/// <summary>
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/// Whether to give the traitor objectives or not.
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/// </summary>
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[DataField("giveObjectives"), ViewVariables(VVAccess.ReadWrite)]
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public bool GiveObjectives = true;
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}
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}
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@@ -12,9 +12,6 @@ public sealed class AutoTraitorSystem : EntitySystem
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{
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{
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[Dependency] private readonly AntagSelectionSystem _antag = default!;
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[Dependency] private readonly AntagSelectionSystem _antag = default!;
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[ValidatePrototypeId<EntityPrototype>]
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private const string DefaultTraitorRule = "Traitor";
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public override void Initialize()
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public override void Initialize()
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{
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{
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base.Initialize();
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base.Initialize();
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@@ -24,6 +21,6 @@ public sealed class AutoTraitorSystem : EntitySystem
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private void OnMindAdded(EntityUid uid, AutoTraitorComponent comp, MindAddedMessage args)
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private void OnMindAdded(EntityUid uid, AutoTraitorComponent comp, MindAddedMessage args)
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{
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{
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_antag.ForceMakeAntag<AutoTraitorComponent>(args.Mind.Comp.Session, DefaultTraitorRule);
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_antag.ForceMakeAntag<AutoTraitorComponent>(args.Mind.Comp.Session, comp.Profile);
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}
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}
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}
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}
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@@ -1,97 +1,136 @@
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using System.Linq;
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using System.Linq;
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using Content.Server.Store.Systems;
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using Content.Server.Store.Systems;
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using Content.Server.StoreDiscount.Systems;
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using Content.Server.StoreDiscount.Systems;
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using Content.Shared.FixedPoint;
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using Content.Shared.Hands.EntitySystems;
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using Content.Shared.Hands.EntitySystems;
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using Content.Shared.Implants;
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using Content.Shared.Inventory;
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using Content.Shared.Inventory;
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using Content.Shared.PDA;
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using Content.Shared.PDA;
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using Content.Shared.FixedPoint;
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using Content.Shared.Store;
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using Content.Shared.Store;
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using Content.Shared.Store.Components;
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using Content.Shared.Store.Components;
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using Robust.Shared.Prototypes;
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namespace Content.Server.Traitor.Uplink
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namespace Content.Server.Traitor.Uplink;
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public sealed class UplinkSystem : EntitySystem
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{
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{
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public sealed class UplinkSystem : EntitySystem
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[Dependency] private readonly InventorySystem _inventorySystem = default!;
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[Dependency] private readonly SharedHandsSystem _handsSystem = default!;
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[Dependency] private readonly IPrototypeManager _proto = default!;
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[Dependency] private readonly StoreSystem _store = default!;
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[Dependency] private readonly SharedSubdermalImplantSystem _subdermalImplant = default!;
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[ValidatePrototypeId<CurrencyPrototype>]
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public const string TelecrystalCurrencyPrototype = "Telecrystal";
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private const string FallbackUplinkImplant = "UplinkImplant";
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private const string FallbackUplinkCatalog = "UplinkUplinkImplanter";
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/// <summary>
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/// Adds an uplink to the target
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/// </summary>
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/// <param name="user">The person who is getting the uplink</param>
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/// <param name="balance">The amount of currency on the uplink. If null, will just use the amount specified in the preset.</param>
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/// <param name="uplinkEntity">The entity that will actually have the uplink functionality. Defaults to the PDA if null.</param>
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/// <param name="giveDiscounts">Marker that enables discounts for uplink items.</param>
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/// <returns>Whether or not the uplink was added successfully</returns>
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public bool AddUplink(
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EntityUid user,
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FixedPoint2 balance,
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EntityUid? uplinkEntity = null,
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bool giveDiscounts = false)
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{
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{
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[Dependency] private readonly InventorySystem _inventorySystem = default!;
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// Try to find target item if none passed
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[Dependency] private readonly SharedHandsSystem _handsSystem = default!;
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[Dependency] private readonly StoreSystem _store = default!;
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[ValidatePrototypeId<CurrencyPrototype>]
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uplinkEntity ??= FindUplinkTarget(user);
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public const string TelecrystalCurrencyPrototype = "Telecrystal";
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/// <summary>
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if (uplinkEntity == null)
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/// Adds an uplink to the target
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return ImplantUplink(user, balance, giveDiscounts);
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/// </summary>
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/// <param name="user">The person who is getting the uplink</param>
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EnsureComp<UplinkComponent>(uplinkEntity.Value);
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/// <param name="balance">The amount of currency on the uplink. If null, will just use the amount specified in the preset.</param>
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/// <param name="uplinkEntity">The entity that will actually have the uplink functionality. Defaults to the PDA if null.</param>
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SetUplink(user, uplinkEntity.Value, balance, giveDiscounts);
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/// <param name="giveDiscounts">Marker that enables discounts for uplink items.</param>
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/// <returns>Whether or not the uplink was added successfully</returns>
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// TODO add BUI. Currently can't be done outside of yaml -_-
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public bool AddUplink(
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// ^ What does this even mean?
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EntityUid user,
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FixedPoint2? balance,
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return true;
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EntityUid? uplinkEntity = null,
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}
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bool giveDiscounts = false
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)
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/// <summary>
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/// Configure TC for the uplink
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/// </summary>
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private void SetUplink(EntityUid user, EntityUid uplink, FixedPoint2 balance, bool giveDiscounts)
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{
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var store = EnsureComp<StoreComponent>(uplink);
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store.AccountOwner = user;
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|
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store.Balance.Clear();
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_store.TryAddCurrency(new Dictionary<string, FixedPoint2> { { TelecrystalCurrencyPrototype, balance } },
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uplink,
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store);
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|
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var uplinkInitializedEvent = new StoreInitializedEvent(
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TargetUser: user,
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Store: uplink,
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UseDiscounts: giveDiscounts,
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Listings: _store.GetAvailableListings(user, uplink, store)
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.ToArray());
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RaiseLocalEvent(ref uplinkInitializedEvent);
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}
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|
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/// <summary>
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/// Implant an uplink as a fallback measure if the traitor had no PDA
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/// </summary>
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private bool ImplantUplink(EntityUid user, FixedPoint2 balance, bool giveDiscounts)
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{
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var implantProto = new string(FallbackUplinkImplant);
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|
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if (!_proto.TryIndex<ListingPrototype>(FallbackUplinkCatalog, out var catalog))
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return false;
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if (!catalog.Cost.TryGetValue(TelecrystalCurrencyPrototype, out var cost))
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return false;
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|
if (balance < cost) // Can't use Math functions on FixedPoint2
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balance = 0;
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else
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balance = balance - cost;
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|
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var implant = _subdermalImplant.AddImplant(user, implantProto);
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if (!HasComp<StoreComponent>(implant))
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return false;
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||||||
|
SetUplink(user, implant.Value, balance, giveDiscounts);
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Finds the entity that can hold an uplink for a user.
|
||||||
|
/// Usually this is a pda in their pda slot, but can also be in their hands. (but not pockets or inside bag, etc.)
|
||||||
|
/// </summary>
|
||||||
|
public EntityUid? FindUplinkTarget(EntityUid user)
|
||||||
|
{
|
||||||
|
// Try to find PDA in inventory
|
||||||
|
if (_inventorySystem.TryGetContainerSlotEnumerator(user, out var containerSlotEnumerator))
|
||||||
{
|
{
|
||||||
// Try to find target item if none passed
|
while (containerSlotEnumerator.MoveNext(out var pdaUid))
|
||||||
uplinkEntity ??= FindUplinkTarget(user);
|
|
||||||
if (uplinkEntity == null)
|
|
||||||
{
|
{
|
||||||
return false;
|
if (!pdaUid.ContainedEntity.HasValue)
|
||||||
|
continue;
|
||||||
|
|
||||||
|
if (HasComp<PdaComponent>(pdaUid.ContainedEntity.Value) || HasComp<StoreComponent>(pdaUid.ContainedEntity.Value))
|
||||||
|
return pdaUid.ContainedEntity.Value;
|
||||||
}
|
}
|
||||||
|
|
||||||
EnsureComp<UplinkComponent>(uplinkEntity.Value);
|
|
||||||
var store = EnsureComp<StoreComponent>(uplinkEntity.Value);
|
|
||||||
|
|
||||||
store.AccountOwner = user;
|
|
||||||
store.Balance.Clear();
|
|
||||||
if (balance != null)
|
|
||||||
{
|
|
||||||
store.Balance.Clear();
|
|
||||||
_store.TryAddCurrency(new Dictionary<string, FixedPoint2> { { TelecrystalCurrencyPrototype, balance.Value } }, uplinkEntity.Value, store);
|
|
||||||
}
|
|
||||||
|
|
||||||
var uplinkInitializedEvent = new StoreInitializedEvent(
|
|
||||||
TargetUser: user,
|
|
||||||
Store: uplinkEntity.Value,
|
|
||||||
UseDiscounts: giveDiscounts,
|
|
||||||
Listings: _store.GetAvailableListings(user, uplinkEntity.Value, store)
|
|
||||||
.ToArray()
|
|
||||||
);
|
|
||||||
RaiseLocalEvent(ref uplinkInitializedEvent);
|
|
||||||
// TODO add BUI. Currently can't be done outside of yaml -_-
|
|
||||||
|
|
||||||
return true;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
// Also check hands
|
||||||
/// Finds the entity that can hold an uplink for a user.
|
foreach (var item in _handsSystem.EnumerateHeld(user))
|
||||||
/// Usually this is a pda in their pda slot, but can also be in their hands. (but not pockets or inside bag, etc.)
|
|
||||||
/// </summary>
|
|
||||||
public EntityUid? FindUplinkTarget(EntityUid user)
|
|
||||||
{
|
{
|
||||||
// Try to find PDA in inventory
|
if (HasComp<PdaComponent>(item) || HasComp<StoreComponent>(item))
|
||||||
if (_inventorySystem.TryGetContainerSlotEnumerator(user, out var containerSlotEnumerator))
|
return item;
|
||||||
{
|
|
||||||
while (containerSlotEnumerator.MoveNext(out var pdaUid))
|
|
||||||
{
|
|
||||||
if (!pdaUid.ContainedEntity.HasValue)
|
|
||||||
continue;
|
|
||||||
|
|
||||||
if (HasComp<PdaComponent>(pdaUid.ContainedEntity.Value) || HasComp<StoreComponent>(pdaUid.ContainedEntity.Value))
|
|
||||||
return pdaUid.ContainedEntity.Value;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Also check hands
|
|
||||||
foreach (var item in _handsSystem.EnumerateHeld(user))
|
|
||||||
{
|
|
||||||
if (HasComp<PdaComponent>(item) || HasComp<StoreComponent>(item))
|
|
||||||
return item;
|
|
||||||
}
|
|
||||||
|
|
||||||
return null;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
return null;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -94,22 +94,38 @@ public abstract class SharedSubdermalImplantSystem : EntitySystem
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
public void AddImplants(EntityUid uid, IEnumerable<String> implants)
|
public void AddImplants(EntityUid uid, IEnumerable<String> implants)
|
||||||
{
|
{
|
||||||
var coords = Transform(uid).Coordinates;
|
|
||||||
foreach (var id in implants)
|
foreach (var id in implants)
|
||||||
{
|
{
|
||||||
var ent = Spawn(id, coords);
|
AddImplant(uid, id);
|
||||||
if (TryComp<SubdermalImplantComponent>(ent, out var implant))
|
|
||||||
{
|
|
||||||
ForceImplant(uid, ent, implant);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
Log.Warning($"Found invalid starting implant '{id}' on {uid} {ToPrettyString(uid):implanted}");
|
|
||||||
Del(ent);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Adds a single implant to a person, and returns the implant.
|
||||||
|
/// Logs any implant ids that don't have <see cref="SubdermalImplantComponent"/>.
|
||||||
|
/// </summary>
|
||||||
|
/// <returns>
|
||||||
|
/// The implant, if it was successfully created. Otherwise, null.
|
||||||
|
/// </returns>>
|
||||||
|
public EntityUid? AddImplant(EntityUid uid, String implantId)
|
||||||
|
{
|
||||||
|
var coords = Transform(uid).Coordinates;
|
||||||
|
var ent = Spawn(implantId, coords);
|
||||||
|
|
||||||
|
if (TryComp<SubdermalImplantComponent>(ent, out var implant))
|
||||||
|
{
|
||||||
|
ForceImplant(uid, ent, implant);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Log.Warning($"Found invalid starting implant '{implantId}' on {uid} {ToPrettyString(uid):implanted}");
|
||||||
|
Del(ent);
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
return ent;
|
||||||
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Forces an implant into a person
|
/// Forces an implant into a person
|
||||||
/// Good for on spawn related code or admin additions
|
/// Good for on spawn related code or admin additions
|
||||||
|
|||||||
@@ -26,7 +26,7 @@ traitor-death-match-end-round-description-entry = {$originalName}'s PDA, with {$
|
|||||||
traitor-role-greeting =
|
traitor-role-greeting =
|
||||||
You are an agent sent by {$corporation} on behalf of [color = darkred]The Syndicate.[/color]
|
You are an agent sent by {$corporation} on behalf of [color = darkred]The Syndicate.[/color]
|
||||||
Your objectives and codewords are listed in the character menu.
|
Your objectives and codewords are listed in the character menu.
|
||||||
Use the uplink loaded into your PDA to buy the tools you'll need for this mission.
|
Use your uplink to buy the tools you'll need for this mission.
|
||||||
Death to Nanotrasen!
|
Death to Nanotrasen!
|
||||||
traitor-role-codewords =
|
traitor-role-codewords =
|
||||||
The codewords are: [color = lightgray]
|
The codewords are: [color = lightgray]
|
||||||
@@ -36,9 +36,13 @@ traitor-role-codewords =
|
|||||||
traitor-role-uplink-code =
|
traitor-role-uplink-code =
|
||||||
Set your ringtone to the notes [color = lightgray]{$code}[/color] to lock or unlock your uplink.
|
Set your ringtone to the notes [color = lightgray]{$code}[/color] to lock or unlock your uplink.
|
||||||
Remember to lock it after, or the stations crew will easily open it too!
|
Remember to lock it after, or the stations crew will easily open it too!
|
||||||
|
traitor-role-uplink-implant =
|
||||||
|
Your uplink implant has been activated, access it from your hotbar.
|
||||||
|
The uplink is secure unless someone removes it from your body.
|
||||||
|
|
||||||
# don't need all the flavour text for character menu
|
# don't need all the flavour text for character menu
|
||||||
traitor-role-codewords-short =
|
traitor-role-codewords-short =
|
||||||
The codewords are:
|
The codewords are:
|
||||||
{$codewords}.
|
{$codewords}.
|
||||||
traitor-role-uplink-code-short = Your uplink code is {$code}. Set it as your PDA ringtone to access uplink.
|
traitor-role-uplink-code-short = Your uplink code is {$code}. Set it as your PDA ringtone to access uplink.
|
||||||
|
traitor-role-uplink-implant-short = Your uplink was implanted. Access it from your hotbar.
|
||||||
|
|||||||
@@ -1407,8 +1407,7 @@
|
|||||||
components:
|
components:
|
||||||
# make the player a traitor once its taken
|
# make the player a traitor once its taken
|
||||||
- type: AutoTraitor
|
- type: AutoTraitor
|
||||||
giveUplink: false
|
profile: TraitorReinforcement
|
||||||
giveObjectives: false
|
|
||||||
|
|
||||||
- type: entity
|
- type: entity
|
||||||
id: MobMonkeySyndicateAgentNukeops # Reinforcement exclusive to nukeops uplink
|
id: MobMonkeySyndicateAgentNukeops # Reinforcement exclusive to nukeops uplink
|
||||||
@@ -1569,8 +1568,7 @@
|
|||||||
components:
|
components:
|
||||||
# make the player a traitor once its taken
|
# make the player a traitor once its taken
|
||||||
- type: AutoTraitor
|
- type: AutoTraitor
|
||||||
giveUplink: false
|
profile: TraitorReinforcement
|
||||||
giveObjectives: false
|
|
||||||
|
|
||||||
- type: entity
|
- type: entity
|
||||||
id: MobKoboldSyndicateAgentNukeops # Reinforcement exclusive to nukeops uplink
|
id: MobKoboldSyndicateAgentNukeops # Reinforcement exclusive to nukeops uplink
|
||||||
|
|||||||
@@ -31,8 +31,7 @@
|
|||||||
components:
|
components:
|
||||||
# make the player a traitor once its taken
|
# make the player a traitor once its taken
|
||||||
- type: AutoTraitor
|
- type: AutoTraitor
|
||||||
giveUplink: false
|
profile: TraitorReinforcement
|
||||||
giveObjectives: false
|
|
||||||
|
|
||||||
- type: entity
|
- type: entity
|
||||||
parent: MobHumanSyndicateAgent
|
parent: MobHumanSyndicateAgent
|
||||||
|
|||||||
@@ -189,6 +189,15 @@
|
|||||||
mindRoles:
|
mindRoles:
|
||||||
- MindRoleTraitor
|
- MindRoleTraitor
|
||||||
|
|
||||||
|
- type: entity
|
||||||
|
id: TraitorReinforcement
|
||||||
|
parent: Traitor
|
||||||
|
components:
|
||||||
|
- type: TraitorRule
|
||||||
|
giveUplink: false
|
||||||
|
giveCodewords: false # It would actually give them a different set of codewords than the regular traitors, anyway
|
||||||
|
giveBriefing: false
|
||||||
|
|
||||||
- type: entity
|
- type: entity
|
||||||
id: Revolutionary
|
id: Revolutionary
|
||||||
parent: BaseGameRule
|
parent: BaseGameRule
|
||||||
|
|||||||
@@ -18,12 +18,17 @@
|
|||||||
By pressing [color=yellow][bold][keybind="OpenCharacterMenu"][/bold][/color], you'll see your personal uplink code. [bold]Setting your PDA's ringtone as this code will open the uplink.[/bold]
|
By pressing [color=yellow][bold][keybind="OpenCharacterMenu"][/bold][/color], you'll see your personal uplink code. [bold]Setting your PDA's ringtone as this code will open the uplink.[/bold]
|
||||||
Pressing [color=yellow][bold][keybind="OpenCharacterMenu"][/bold][/color] also lets you view your objectives and the codewords.
|
Pressing [color=yellow][bold][keybind="OpenCharacterMenu"][/bold][/color] also lets you view your objectives and the codewords.
|
||||||
|
|
||||||
|
If you do not have a PDA when you are activated, an [color=cyan]uplink implant[/color] is provided [bold]for the full [color=red]TC[/color] price of the implant.[/bold]
|
||||||
|
It can be accessed from your hotbar.
|
||||||
<Box>
|
<Box>
|
||||||
<GuideEntityEmbed Entity="PassengerPDA" Caption="PDA"/>
|
<GuideEntityEmbed Entity="PassengerPDA" Caption="PDA"/>
|
||||||
<GuideEntityEmbed Entity="Telecrystal" Caption="Telecrystals"/>
|
<GuideEntityEmbed Entity="Telecrystal" Caption="Telecrystals"/>
|
||||||
|
<GuideEntityEmbed Entity="BaseUplinkRadio" Caption="Uplink Implant"/>
|
||||||
</Box>
|
</Box>
|
||||||
|
|
||||||
[bold]Make sure to close your uplink to prevent anyone else from seeing it.[/bold] You don't want [color=#cb0000]Security[/color] to get their hands on this premium selection of contraband!
|
[bold]Make sure to close your PDA uplink to prevent anyone else from seeing it.[/bold] You don't want [color=#cb0000]Security[/color] to get their hands on this premium selection of contraband!
|
||||||
|
|
||||||
|
Implanted uplinks are not normally accessible to other people, so they do not have any security measures. They can, however, be removed from you with an empty implanter.
|
||||||
|
|
||||||
<Box>
|
<Box>
|
||||||
<GuideEntityEmbed Entity="WeaponPistolCobra" Caption="Weaponry"/>
|
<GuideEntityEmbed Entity="WeaponPistolCobra" Caption="Weaponry"/>
|
||||||
|
|||||||
Reference in New Issue
Block a user