diff --git a/Content.Server/GameTicking/Rules/RoundstartFugitiveRuleSystem.cs b/Content.Server/GameTicking/Rules/RoundstartFugitiveRuleSystem.cs index e854fa964d0..0e2084bb857 100644 --- a/Content.Server/GameTicking/Rules/RoundstartFugitiveRuleSystem.cs +++ b/Content.Server/GameTicking/Rules/RoundstartFugitiveRuleSystem.cs @@ -27,7 +27,7 @@ namespace Content.Server.GameTicking.Rules; /// /// Copy of ThiefRuleSystem /// -public sealed class RoundstartFugitiveRuleSystem : GameRuleSystem //Also need this somehow: StationEventSystem : StationEventSystem +public sealed class RoundstartFugitiveRuleSystem : GameRuleSystem { [Dependency] private readonly AntagSelectionSystem _antag = default!; [Dependency] private readonly InventorySystem _inventory = default!; @@ -46,15 +46,18 @@ public override void Initialize() SubscribeLocalEvent(AfterAntagSelected); SubscribeLocalEvent(OnGetBriefing); + } + //Moved this bit of code down below so AfterAntagSelcted isn't duplicate + // Greeting upon thief activation - private void AfterAntagSelected(Entity mindId, - ref AfterAntagEntitySelectedEvent args) - { - var ent = args.EntityUid; - _antag.SendBriefing(ent, MakeBriefing(ent), null, null); - } + //private void AfterAntagSelected(Entity mindId, + // ref AfterAntagEntitySelectedEvent args) + //{ + // var ent = args.EntityUid; + // _antag.SendBriefing(ent, MakeBriefing(ent), null, null); + //} // Character screen briefing private void OnGetBriefing(Entity role, ref GetBriefingEvent args) @@ -111,9 +114,14 @@ protected override void ActiveTick(EntityUid uid, RoundstartFugitiveRuleComponen RemCompDeferred(uid, comp); } - private void OnEntitySelected(Entity ent, ref AfterAntagEntitySelectedEvent args) + private void AfterAntagSelected(Entity mindId, ref AfterAntagEntitySelectedEvent args) { - var (uid, comp) = ent; + { + var ent = args.EntityUid; + _antag.SendBriefing(ent, MakeBriefing(ent), null, null); + } + + var (uid, comp) = mindId; if (comp.NextAnnounce != null) { Log.Error("Fugitive rule spawning multiple fugitives isn't supported, sorry."); @@ -125,7 +133,7 @@ private void OnEntitySelected(Entity ent, ref A comp.Station = _station.GetOwningStation(fugi); comp.NextAnnounce = Timing.CurTime + comp.AnnounceDelay; - _popup.PopupEntity(Loc.GetString("fugitive-spawn"), fugi, fugi); + // _popup.PopupEntity(Loc.GetString("fugitive-spawn"), fugi, fugi); //I think this does the 'You fall from the ceiling popup? If so, can be removed later // give the fugi a report so they know what their charges are var report = SpawnReport(comp, Transform(fugi)); diff --git a/Resources/Prototypes/DeltaV/GameRules/events.yml b/Resources/Prototypes/DeltaV/GameRules/events.yml index ddf95808f88..820273b9e05 100644 --- a/Resources/Prototypes/DeltaV/GameRules/events.yml +++ b/Resources/Prototypes/DeltaV/GameRules/events.yml @@ -193,3 +193,30 @@ sound: /Audio/Effects/clang.ogg mindRoles: - MindRoleFugitive + +- type: entity + parent: BaseGameRule + id: RoundstartFugitive #Roundstart Fugi here + components: + - type: StationEvent + minimumPlayers: 1 # TESTING NUMBER + duration: null + - type: RoundstartFugitiveRule #EVENT THAT SHOULD SPAWN THE WARRANT BUT IT DOESN'T + - type: AntagLoadProfileRule #What does this even do + - type: AntagObjectives + objectives: + - RoundstartFugitiveEscapeObjective + - type: AntagSelection + agentName: roundstartfugitive-round-end-agent-name + definitions: + - prefRoles: [ RoundstartFugitive ] # What does this in the brackets do? Who knows? Not me. + max: 1 + playerRatio: 15 + lateJoinAdditional: true + allowNonHumans: false + multiAntagSetting: NotExclusive # What is this? + startingGear: RoundstartFugitiveGear + mindRoles: + - MindRoleRoundstartFugitive + briefing: + sound: "/Audio/Misc/thief_greeting.ogg" # Change the sound diff --git a/Resources/Prototypes/GameRules/midround.yml b/Resources/Prototypes/GameRules/midround.yml index 0ef34cb5f28..3c7643a5367 100644 --- a/Resources/Prototypes/GameRules/midround.yml +++ b/Resources/Prototypes/GameRules/midround.yml @@ -31,25 +31,3 @@ briefing: sound: "/Audio/Misc/thief_greeting.ogg" -- type: entity - parent: BaseGameRule - id: RoundstartFugitive #Roundstart Fugi here - components: - - type: RoundstartFugitiveRule - - type: AntagObjectives - objectives: - - RoundstartFugitiveEscapeObjective - - type: AntagSelection - agentName: roundstartfugitive-round-end-agent-name - definitions: - - prefRoles: [ RoundstartFugitive ] # What does this in the brackets do? Who knows? Not me. - max: 1 - playerRatio: 15 - lateJoinAdditional: true - allowNonHumans: false - multiAntagSetting: NotExclusive # What is this? - startingGear: RoundstartFugitiveGear - mindRoles: - - MindRoleRoundstartFugitive - briefing: - sound: "/Audio/Misc/thief_greeting.ogg" # Change the sound