* 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
43 lines
1.2 KiB
C#
43 lines
1.2 KiB
C#
using Content.Server.Codewords;
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using Robust.Shared.Prototypes;
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namespace Content.Server.Traitor.Components;
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/// <summary>
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/// Paper with written traitor codewords on it.
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/// </summary>
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[RegisterComponent]
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public sealed partial class TraitorCodePaperComponent : Component
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{
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/// <summary>
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/// The faction to get codewords for.
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/// </summary>
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[DataField]
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public ProtoId<CodewordFactionPrototype> CodewordFaction = "Traitor";
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/// <summary>
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/// The generator to use for the fake words.
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/// </summary>
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[DataField]
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public ProtoId<CodewordGeneratorPrototype> CodewordGenerator = "TraitorCodewordGenerator";
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/// <summary>
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/// The number of codewords that should be generated on this paper.
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/// Will not extend past the max number of available codewords.
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/// </summary>
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[DataField]
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public int CodewordAmount = 1;
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/// <summary>
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/// Whether the codewords should be faked if there is no traitor gamerule set.
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/// </summary>
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[DataField]
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public bool FakeCodewords = true;
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/// <summary>
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/// Whether all codewords added to the round should be used. Overrides CodewordAmount if true.
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/// </summary>
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[DataField]
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public bool CodewordShowAll = false;
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}
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