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* holy shit? * final touches * this is dumb * [pre-commit.ci] auto fixes from pre-commit.com hooks for more information, see https://pre-commit.ci * whatever go my integration tests * [pre-commit.ci] auto fixes from pre-commit.com hooks for more information, see https://pre-commit.ci * whoopsie forgot blacklists * load bearing loc * minor stuff * whoopsie * cool * I LOVE REFLECTION * got a call from the stink department * i love fluent yes * direction changes * waiter more migrations please * typo ops --------- Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> Co-authored-by: Tobias Berger <toby@tobot.dev>
71 lines
2.7 KiB
C#
71 lines
2.7 KiB
C#
// using Content.Shared.GameTicking; // DeltaV - Traits rework
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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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//
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// namespace Content.Server.Traits;
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//
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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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//
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// public override void Initialize()
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// {
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// base.Initialize();
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//
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// SubscribeLocalEvent<PlayerSpawnCompleteEvent>(OnPlayerSpawnComplete);
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// }
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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.Resolve<JobPrototype>(args.JobId, 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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//
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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.Error($"No trait found with ID {traitId}!");
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// return;
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// }
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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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//
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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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//
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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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//
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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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//
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// if (!TryComp(args.Mob, out HandsComponent? handsComponent))
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// continue;
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//
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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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