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* uhmmm * health analyzer gaming * cleanup * [pre-commit.ci] auto fixes from pre-commit.com hooks for more information, see https://pre-commit.ci * yeah * [pre-commit.ci] auto fixes from pre-commit.com hooks for more information, see https://pre-commit.ci * text update * cleanup --------- Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
71 lines
2.5 KiB
C#
71 lines
2.5 KiB
C#
using Content.Shared.GameTicking;
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using Content.Shared.Hands.Components;
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using Content.Shared.Hands.EntitySystems;
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using Content.Shared.Roles;
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using Content.Shared.Traits;
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using Content.Shared.Whitelist;
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using Robust.Shared.Prototypes;
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namespace Content.Server.Traits;
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public sealed class TraitSystem : EntitySystem
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly SharedHandsSystem _sharedHandsSystem = default!;
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[Dependency] private readonly EntityWhitelistSystem _whitelistSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<PlayerSpawnCompleteEvent>(OnPlayerSpawnComplete);
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}
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// When the player is spawned in, add all trait components selected during character creation
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private void OnPlayerSpawnComplete(PlayerSpawnCompleteEvent args)
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{
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// Check if player's job allows to apply traits
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if (args.JobId == null ||
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!_prototypeManager.TryIndex<JobPrototype>(args.JobId ?? string.Empty, out var protoJob) ||
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!protoJob.ApplyTraits)
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{
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return;
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}
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foreach (var traitId in args.Profile.TraitPreferences)
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{
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if (!_prototypeManager.TryIndex<TraitPrototype>(traitId, out var traitPrototype))
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{
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Log.Warning($"No trait found with ID {traitId}!");
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return;
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}
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if (_whitelistSystem.IsWhitelistFail(traitPrototype.Whitelist, args.Mob) ||
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_whitelistSystem.IsBlacklistPass(traitPrototype.Blacklist, args.Mob))
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continue;
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// Add all components required by the prototype
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EntityManager.AddComponents(args.Mob, traitPrototype.Components, false);
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// Begin DeltaV - Add overridden components
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if(traitPrototype.OverriddenComponents != null)
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EntityManager.AddComponents(args.Mob, traitPrototype.OverriddenComponents, true);
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// End DeltaV
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// Add item required by the trait
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if (traitPrototype.TraitGear == null)
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continue;
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if (!TryComp(args.Mob, out HandsComponent? handsComponent))
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continue;
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var coords = Transform(args.Mob).Coordinates;
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var inhandEntity = Spawn(traitPrototype.TraitGear, coords);
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_sharedHandsSystem.TryPickup(args.Mob,
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inhandEntity,
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checkActionBlocker: false,
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handsComp: handsComponent);
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}
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}
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}
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