Syndicate Names (#8692)
* Syndicate Names * Update syndicate.yml * Update NukeopsRuleSystem.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
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@@ -10,6 +10,7 @@ using Content.Server.Station.Components;
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using Content.Server.Station.Systems;
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using Content.Shared.CCVar;
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using Content.Shared.MobState;
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using Content.Shared.Dataset;
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using Content.Shared.Roles;
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using Robust.Server.Maps;
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using Robust.Server.Player;
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@@ -213,6 +214,8 @@ public sealed class NukeopsRuleSystem : GameRuleSystem
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var commanderGear = _prototypeManager.Index<StartingGearPrototype>("SyndicateCommanderGearFull");
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var starterGear = _prototypeManager.Index<StartingGearPrototype>("SyndicateOperativeGearFull");
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var medicGear = _prototypeManager.Index<StartingGearPrototype>("SyndicateOperativeMedicFull");
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var syndicateNamesElite = new List<string>(_prototypeManager.Index<DatasetPrototype>("SyndicateNamesElite").Values);
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var syndicateNamesNormal = new List<string>(_prototypeManager.Index<DatasetPrototype>("SyndicateNamesNormal").Values);
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var spawns = new List<EntityCoordinates>();
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@@ -239,15 +242,15 @@ public sealed class NukeopsRuleSystem : GameRuleSystem
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switch (i)
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{
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case 0:
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name = $"Commander";
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name = $"Commander " + _random.PickAndTake<string>(syndicateNamesElite);
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gear = commanderGear;
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break;
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case 1:
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name = $"Operator #{i}";
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name = $"Agent " + _random.PickAndTake<string>(syndicateNamesNormal);
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gear = medicGear;
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break;
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default:
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name = $"Operator #{i}";
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name = $"Operator " + _random.PickAndTake<string>(syndicateNamesNormal);
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gear = starterGear;
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break;
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}
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