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<!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Finally gets around to porting over Changelings from Goobstation, as well as a *certain evil PR* from FunkyStation (with the fixes it comes with). --- # TODO <!-- A list of everything you have to do before this PR is "complete" You probably won't have to complete everything before merging but it's good to leave future references --> - [x] Wait for #1856 to be merged - [x] Wait for #1860 to be merged - [x] Fix broken code to make it actually compile (right now is just porting prototypes, code, and locale) - [X] Port That Funky PR I Mentioned Earlier - [] Throw bricks at the codebase until it stops failing tests - [X] Maybe do some local testing --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p>  </p> </details> --- # Changelog <!-- You can add an author after the `🆑` to change the name that appears in the changelog (ex: `🆑 Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> 🆑 - add: Changelings have been ported! --------- Signed-off-by: Eris <erisfiregamer1@gmail.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> (cherry picked from commit ee4f7aa7097f260d07af3ab0583a2a5c14a38c74)
30 lines
1.1 KiB
C#
30 lines
1.1 KiB
C#
using Content.Server.Objectives.Systems;
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namespace Content.Server.Objectives.Components;
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/// <summary>
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/// Requires that you have the same identity a target for a certain length of time before the round ends.
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/// Obviously the agent id will work for this, but it's assumed that you will kill the target to prevent suspicion.
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/// Depends on <see cref="TargetObjectiveComponent"/> to function.
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/// </summary>
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[RegisterComponent, Access(typeof(ImpersonateConditionSystem))]
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public sealed partial class ImpersonateConditionComponent : Component
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{
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/// <summary>
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/// Name that must match your identity for greentext.
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/// This is stored once after the objective is assigned:
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/// 1. to be a tiny bit more efficient
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/// 2. to prevent the name possibly changing when borging or anything else and messing you up
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/// </summary>
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[DataField]
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public string? Name;
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/// <summary>
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/// Mind this objective got assigned to, used to continiously checkd impersonation.
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/// </summary>
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[DataField]
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public EntityUid? MindId;
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public bool Completed;
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}
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