Split codewords into its own system (#37928)
* Split codewords into its own system * Fix admin log * Nuke unused code * Fix formatting errors * Fix tests * Make the codeword system add itself if called when not active * Put comment in right place. * Review: Rename prototypes * Review: Make codewords serializable * Fix build * Reviews: Change the system to not be a gamerule. * Fix YAML Linter * Fix test fail * Remove unused import
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@@ -1,6 +1,7 @@
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using Content.Server.Codewords;
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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.Roles;
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using Robust.Shared.Audio;
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@@ -17,18 +18,15 @@ public sealed partial class TraitorRuleComponent : Component
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[DataField]
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public ProtoId<AntagPrototype> TraitorPrototypeId = "Traitor";
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[DataField]
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public ProtoId<CodewordFactionPrototype> CodewordFactionPrototypeId = "Traitor";
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[DataField]
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public ProtoId<NpcFactionPrototype> NanoTrasenFaction = "NanoTrasen";
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[DataField]
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public ProtoId<NpcFactionPrototype> SyndicateFaction = "Syndicate";
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[DataField]
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public ProtoId<LocalizedDatasetPrototype> CodewordAdjectives = "Adjectives";
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[DataField]
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public ProtoId<LocalizedDatasetPrototype> CodewordVerbs = "Verbs";
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[DataField]
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public ProtoId<LocalizedDatasetPrototype> ObjectiveIssuers = "TraitorCorporations";
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@@ -51,7 +49,6 @@ public sealed partial class TraitorRuleComponent : Component
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public bool GiveBriefing = true;
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public int TotalTraitors => TraitorMinds.Count;
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public string[] Codewords = new string[3];
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public enum SelectionState
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{
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@@ -77,12 +74,6 @@ public sealed partial class TraitorRuleComponent : Component
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[DataField]
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public SoundSpecifier GreetSoundNotification = new SoundPathSpecifier("/Audio/Ambience/Antag/traitor_start.ogg");
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/// <summary>
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/// The amount of codewords that are selected.
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/// </summary>
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[DataField]
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public int CodewordCount = 4;
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/// <summary>
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/// The amount of TC traitors start with.
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/// </summary>
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