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* start working * add right-click thief antagins some architecture restruct * add meh thief greeting audio * add thief subgamemode to Traitors gamemode * add late join thief (not tested yet) add briefing * add pacifism * add Steal tasks to thief * fix crash thief+traitor on person * add new condition: collection steal * add tracking of succes collection objective * add stamp collection target remove some boring steal target add check pulling entity to collection target * finalize first 2 group objective * start merging stealing objective systems * merging * finish merging. Now traitor steal objective work better * we don't check the items of pullable sentient entity * clear naming, enable thief signle item objective start * objective pack add * finish with steal item objectives * convert string to ProtoId<> * some clean up * add thieves to revolution game mode * Update Resources/Locale/en-US/game-ticking/game-presets/preset-thief.ftl Co-authored-by: Flareguy <78941145+Flareguy@users.noreply.github.com> * Update Resources/Locale/en-US/game-ticking/game-presets/preset-thief.ftl Co-authored-by: Flareguy <78941145+Flareguy@users.noreply.github.com> * update pacifism: fix crashing, monkey-thief without pacified * adaptive animal briefing, cleaning locales * add structure steal objectives * remove RCD target * add thiefs to manifest, but bug with traitor duplications * add escape objective * add chat briefing * setup animal objective group system * add animal steal objectives * add animal objectives notroleconditions * add morty * now thief mode has a chance of not launching Now there are a random number of thieves per round from 1 to 3 * 6 hours of trying to fix duplicate tasks. Failure * added thief pinpointer (buggy) * start thief backpack UI work * revert pinpointer for scope reason * UI continue work * add thief starter kits content * remove ERP kit :trollface: * finally! giving starting items to thief. Now it playable, but still need more work * clean up * fix * fox * add merged items into thief new Starting Kit (buggy) * fix YES antag menu * objection tweaks * remove hearts objective, working on spawning things from toolbox * smug * fixes * add race specifier objective condition LAMPS * meh * fix fix fix * the alive * Adding stamps * Update backpack.ftl * Revert1 * Revert ftl * add voice mask to communicator kit * Update Resources/Locale/en-US/administration/antag.ftl Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com> * Update Resources/Locale/en-US/game-ticking/game-presets/preset-thief.ftl Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com> * Update Resources/Locale/en-US/thief/backpack.ftl Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com> * Update Resources/Locale/en-US/objectives/conditions/steal.ftl Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com> * Update Resources/Locale/en-US/thief/backpack.ftl Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com> * Update Resources/Locale/en-US/thief/backpack.ftl Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com> * Update Resources/Locale/en-US/thief/backpack.ftl Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com> * Update Resources/Locale/en-US/thief/backpack.ftl Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com> * Update Resources/Locale/en-US/prototypes/roles/antags.ftl Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com> * Update Resources/Locale/en-US/thief/backpack.ftl Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com> * update * fix * more reusable function, add documentation * fix doc * faint fixes --------- Co-authored-by: Flareguy <78941145+Flareguy@users.noreply.github.com> Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com>
80 lines
3.0 KiB
C#
80 lines
3.0 KiB
C#
using Content.Server.Thief.Components;
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using Content.Shared.Item;
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using Content.Shared.Thief;
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using Robust.Server.GameObjects;
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using Robust.Server.Audio;
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using Robust.Shared.Prototypes;
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namespace Content.Server.Thief.Systems;
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public sealed class ThiefUndeterminedBackpackSystem : EntitySystem
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{
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[Dependency] private readonly AudioSystem _audio = default!;
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[Dependency] private readonly IPrototypeManager _proto = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[Dependency] private readonly UserInterfaceSystem _ui = default!;
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private const int MaxSelectedSets = 2;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ThiefUndeterminedBackpackComponent, BoundUIOpenedEvent>(OnUIOpened);
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SubscribeLocalEvent<ThiefUndeterminedBackpackComponent, ThiefBackpackApproveMessage>(OnApprove);
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SubscribeLocalEvent<ThiefUndeterminedBackpackComponent, ThiefBackpackChangeSetMessage>(OnChangeSet);
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}
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private void OnUIOpened(Entity<ThiefUndeterminedBackpackComponent> backpack, ref BoundUIOpenedEvent args)
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{
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UpdateUI(backpack.Owner, backpack.Comp);
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}
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private void OnApprove(Entity<ThiefUndeterminedBackpackComponent> backpack, ref ThiefBackpackApproveMessage args)
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{
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if (backpack.Comp.SelectedSets.Count != MaxSelectedSets)
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return;
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foreach (var i in backpack.Comp.SelectedSets)
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{
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var set = _proto.Index(backpack.Comp.PossibleSets[i]);
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foreach (var item in set.Content)
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{
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var ent = Spawn(item, _transform.GetMapCoordinates(backpack.Owner));
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if (TryComp<ItemComponent>(ent, out var itemComponent))
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_transform.DropNextTo(ent, backpack.Owner);
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}
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}
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_audio.PlayPvs(backpack.Comp.ApproveSound, backpack.Owner);
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QueueDel(backpack); //hehe
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}
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private void OnChangeSet(Entity<ThiefUndeterminedBackpackComponent> backpack, ref ThiefBackpackChangeSetMessage args)
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{
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//Swith selecting set
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if (!backpack.Comp.SelectedSets.Remove(args.SetNumber))
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backpack.Comp.SelectedSets.Add(args.SetNumber);
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UpdateUI(backpack.Owner, backpack.Comp);
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}
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private void UpdateUI(EntityUid uid, ThiefUndeterminedBackpackComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return;
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Dictionary<int, ThiefBackpackSetInfo> data = new();
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for (int i = 0; i < component.PossibleSets.Count; i++)
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{
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var set = _proto.Index(component.PossibleSets[i]);
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var selected = component.SelectedSets.Contains(i);
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var info = new ThiefBackpackSetInfo(
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set.Name,
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set.Description,
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set.Sprite,
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selected);
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data.Add(i, info);
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}
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_ui.TrySetUiState(uid, ThiefBackpackUIKey.Key, new ThiefBackpackBoundUserInterfaceState(data, MaxSelectedSets));
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}
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}
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