Localize traitor codeverbs datasets (#35737)
* Localize verbs dataset * Localize adjectives dataset * Localize corporations dataset * Update TraitorRuleSystem to use LocalizedDatasetPrototype instead of DatasetPrototype
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@@ -24,13 +24,13 @@ public sealed partial class TraitorRuleComponent : Component
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public ProtoId<NpcFactionPrototype> SyndicateFaction = "Syndicate";
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[DataField]
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public ProtoId<DatasetPrototype> CodewordAdjectives = "adjectives";
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public ProtoId<LocalizedDatasetPrototype> CodewordAdjectives = "Adjectives";
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[DataField]
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public ProtoId<DatasetPrototype> CodewordVerbs = "verbs";
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public ProtoId<LocalizedDatasetPrototype> CodewordVerbs = "Verbs";
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[DataField]
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public ProtoId<DatasetPrototype> ObjectiveIssuers = "TraitorCorporations";
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public ProtoId<LocalizedDatasetPrototype> ObjectiveIssuers = "TraitorCorporations";
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/// <summary>
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/// Give this traitor an Uplink on spawn.
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@@ -12,6 +12,7 @@ using Content.Shared.GameTicking.Components;
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using Content.Shared.Mind;
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using Content.Shared.NPC.Systems;
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using Content.Shared.PDA;
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using Content.Shared.Random.Helpers;
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using Content.Shared.Roles;
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using Content.Shared.Roles.Jobs;
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using Content.Shared.Roles.RoleCodeword;
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@@ -74,7 +75,7 @@ public sealed class TraitorRuleSystem : GameRuleSystem<TraitorRuleComponent>
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string[] codewords = new string[finalCodewordCount];
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for (var i = 0; i < finalCodewordCount; i++)
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{
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codewords[i] = _random.PickAndTake(codewordPool);
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codewords[i] = Loc.GetString(_random.PickAndTake(codewordPool));
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}
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return codewords;
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}
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@@ -98,7 +99,7 @@ public sealed class TraitorRuleSystem : GameRuleSystem<TraitorRuleComponent>
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briefing = Loc.GetString("traitor-role-codewords-short", ("codewords", string.Join(", ", component.Codewords)));
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}
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var issuer = _random.Pick(_prototypeManager.Index(component.ObjectiveIssuers).Values);
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var issuer = _random.Pick(_prototypeManager.Index(component.ObjectiveIssuers));
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// Uplink code will go here if applicable, but we still need the variable if there aren't any
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Note[]? code = null;
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