Files
Delta-v/Content.Shared/_DV/Traits/Conditions/BaseTraitCondition.cs
T
7c052442a8 Traits UI Modifications, Visuals, and a new Condition (#6082)
* traits ui things

* fluent

* [pre-commit.ci] auto fixes from pre-commit.com hooks

for more information, see https://pre-commit.ci

* Update Resources/Locale/en-US/_DV/traits/traits-ui.ftl

Co-authored-by: Tobias Berger <toby@tobot.dev>
Signed-off-by: wesker <53323309+weskified@users.noreply.github.com>

* i hate toby

* newline

* pattern matching

* made simpler

* 2sleepy4myowngood

* kl;jasglkknf.,/.sa/.mmmmmmmmm

---------

Signed-off-by: wesker <53323309+weskified@users.noreply.github.com>
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
Co-authored-by: Tobias Berger <toby@tobot.dev>
2026-06-22 11:11:35 +00:00

75 lines
2.5 KiB
C#

using Content.Shared.Preferences;
using Content.Shared.StatusEffectNew;
using JetBrains.Annotations;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
namespace Content.Shared._DV.Traits.Conditions;
/// <summary>
/// Base class for trait conditions. Implementations check if a trait can be applied to a player.
/// </summary>
[ImplicitDataDefinitionForInheritors, UsedImplicitly(ImplicitUseTargetFlags.WithInheritors)]
public abstract partial class BaseTraitCondition
{
/// <summary>
/// If true, inverts the result of the condition.
/// </summary>
[DataField]
public bool Invert;
/// <summary>
/// Evaluates the condition, applying inversion if configured.
/// </summary>
[PublicAPI]
public bool Evaluate(TraitConditionContext ctx)
{
var result = EvaluateImplementation(ctx);
return result ^ Invert;
}
/// <summary>
/// Generates a human-readable tooltip describing this condition's requirements.
/// </summary>
[PublicAPI]
public abstract string GetTooltip(IPrototypeManager proto, ILocalizationManager loc);
protected abstract bool EvaluateImplementation(TraitConditionContext ctx);
}
/// <summary>
/// Context passed to trait conditions for evaluation.
/// Contains references to the player and relevant systems.
/// </summary>
public sealed class TraitConditionContext
{
public required EntityUid Player { get; init; }
public required ICommonSession? Session { get; init; }
public required IEntityManager EntMan { get; init; }
public required IPrototypeManager Proto { get; init; }
public required IComponentFactory CompFactory { get; init; }
public required ILogManager LogMan { get; init; }
public required StatusEffectsSystem StatusEffects { get; init; }
/// <summary>
/// The job ID of the player, if available.
/// </summary>
public string? JobId { get; init; }
/// <summary>
/// The species ID of the player, if available.
/// </summary>
public string? SpeciesId { get; init; }
/// <summary>
/// The <see cref="HumanoidCharacterProfile"/> of the player, if available.
/// </summary>
public HumanoidCharacterProfile? Profile { get; init; }
/// <summary>
/// The set of trait IDs currently selected by the player, if available.
/// Used by <see cref="TraitDependencyCondition"/> to check conflicts and requirements.
/// </summary>
public IReadOnlySet<ProtoId<TraitPrototype>>? SelectedTraits { get; init; }
}