Added briefings to character menu & the traitor briefing (codewords) (#5971)
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@@ -35,7 +35,7 @@ public class CharacterInfoSystem : EntitySystem
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if (!EntityManager.TryGetComponent(msg.EntityUid, out CharacterInfoComponent characterInfoComponent))
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return;
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UpdateUI(characterInfoComponent, msg.JobTitle, msg.Objectives);
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UpdateUI(characterInfoComponent, msg.JobTitle, msg.Objectives, msg.Briefing);
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if (EntityManager.TryGetComponent(msg.EntityUid, out ISpriteComponent? spriteComponent))
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{
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characterInfoComponent.Control.SpriteView.Sprite = spriteComponent;
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@@ -46,7 +46,7 @@ public class CharacterInfoSystem : EntitySystem
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characterInfoComponent.Control.NameLabel.Text = metadata.EntityName;
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}
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private void UpdateUI(CharacterInfoComponent comp, string jobTitle, Dictionary<string, List<ConditionInfo>> objectives)
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private void UpdateUI(CharacterInfoComponent comp, string jobTitle, Dictionary<string, List<ConditionInfo>> objectives, string briefing)
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{
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comp.Control.SubText.Text = jobTitle;
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@@ -93,6 +93,18 @@ public class CharacterInfoSystem : EntitySystem
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);
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vbox.AddChild(hbox);
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}
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var briefinghBox = new BoxContainer
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{
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Orientation = BoxContainer.LayoutOrientation.Horizontal
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};
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briefinghBox.AddChild(new Label
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{
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Text = briefing,
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Modulate = Color.Yellow
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});
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vbox.AddChild(briefinghBox);
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comp.Control.ObjectivesContainer.AddChild(vbox);
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}
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}
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@@ -27,6 +27,7 @@ public class CharacterInfoSystem : EntitySystem
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var conditions = new Dictionary<string, List<ConditionInfo>>();
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var jobTitle = "No Profession";
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var briefing = "!!ERROR: No Briefing!!"; //should never show on the UI unless there's a bug
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if (EntityManager.TryGetComponent(entity, out MindComponent? mindComponent) && mindComponent.Mind != null)
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{
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var mind = mindComponent.Mind;
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@@ -51,9 +52,12 @@ public class CharacterInfoSystem : EntitySystem
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jobTitle = role.Name;
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break;
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}
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// Get briefing
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briefing = mind.Briefing;
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}
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RaiseNetworkEvent(new CharacterInfoEvent(entity, jobTitle, conditions),
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RaiseNetworkEvent(new CharacterInfoEvent(entity, jobTitle, conditions, briefing),
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Filter.SinglePlayer(args.SenderSession));
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}
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}
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@@ -186,6 +186,9 @@ public class TraitorRuleSystem : GameRuleSystem
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if (traitor.Mind.TryAddObjective(objective))
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difficulty += objective.Difficulty;
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}
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//give traitors their codewords to keep in their character info menu
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traitor.Mind.Briefing = Loc.GetString("traitor-role-codewords", ("codewords", string.Join(", ",codewords)));
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}
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SoundSystem.Play(Filter.Empty().AddWhere(s => ((IPlayerSession)s).Data.ContentData()?.Mind?.HasRole<TraitorRole>() ?? false), _addedSound.GetSound(), AudioParams.Default);
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@@ -35,6 +35,8 @@ namespace Content.Server.Mind
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private readonly ISet<Role> _roles = new HashSet<Role>();
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private readonly List<Objective> _objectives = new();
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public string Briefing = String.Empty;
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/// <summary>
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/// Creates the new mind.
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@@ -23,11 +23,13 @@ public class CharacterInfoEvent : EntityEventArgs
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public readonly EntityUid EntityUid;
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public readonly string JobTitle;
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public readonly Dictionary<string, List<ConditionInfo>> Objectives;
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public readonly string Briefing;
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public CharacterInfoEvent(EntityUid entityUid, string jobTitle, Dictionary<string, List<ConditionInfo>> objectives)
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public CharacterInfoEvent(EntityUid entityUid, string jobTitle, Dictionary<string, List<ConditionInfo>> objectives, string briefing)
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{
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EntityUid = entityUid;
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JobTitle = jobTitle;
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Objectives = objectives;
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Briefing = briefing;
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}
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}
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