Job contraband rework (#33385)

* contraband system rework to allow restriction by job, not just department

* Fixing detective trenchcoat inheritance

* removing unnecessary using declarations

* trying to fix testing error by re-adding diagnostics using declaration

* removing unecessary dependency, making allowedJobs nullable

* Adding all of slarti's requested changes except for the hacky job icon method fix

* removing accidental whitespace

* choosing to use the non-localized version because we're comparing the string against the AllowedJobs field, and the contraband classes that fill that field are written in english

* removing unneeded using dec, fixing nesting logic problem

* didn't remove the old nesting, doing that now

* using localized job title and localizing the allowed jobs string, removing usages of JobTitle field. Also networked the _jobTitle field instead.

* rewrite some stuff

* fixes

* fix energy pen

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

(cherry picked from commit 796f59917283682a9671dcd68fc975f4245afb56)
This commit is contained in:
John
2025-01-21 12:51:27 +03:00
committed by Spatison
parent 3b52363e9f
commit 216e5ddd5d
16 changed files with 127 additions and 77 deletions

View File

@@ -22,6 +22,8 @@ public sealed partial class IdCardComponent : Component
[Access(typeof(SharedIdCardSystem), typeof(SharedPdaSystem), typeof(SharedAgentIdCardSystem), Other = AccessPermissions.ReadWrite)]
public LocId? JobTitle;
[DataField]
[AutoNetworkedField]
private string? _jobTitle;
[Access(typeof(SharedIdCardSystem), typeof(SharedPdaSystem), typeof(SharedAgentIdCardSystem), Other = AccessPermissions.ReadWriteExecute)]

View File

@@ -24,5 +24,13 @@ public sealed partial class ContrabandComponent : Component
/// </summary>
[DataField]
[AutoNetworkedField]
public HashSet<ProtoId<DepartmentPrototype>>? AllowedDepartments = ["Security"];
public HashSet<ProtoId<DepartmentPrototype>> AllowedDepartments = new();
/// <summary>
/// Which jobs is this item restricted to?
/// If empty, no jobs are allowed to use this beyond the allowed departments.
/// </summary>
[DataField]
[AutoNetworkedField]
public HashSet<ProtoId<JobPrototype>> AllowedJobs = new();
}

View File

@@ -19,8 +19,8 @@ public sealed partial class ContrabandSeverityPrototype : IPrototype
public LocId ExamineText;
/// <summary>
/// When examining the contraband, should this take into account the viewer's departments?
/// When examining the contraband, should this take into account the viewer's departments and job?
/// </summary>
[DataField]
public bool ShowDepartments;
public bool ShowDepartmentsAndJobs;
}

View File

@@ -40,6 +40,7 @@ public sealed class ContrabandSystem : EntitySystem
contraband.Severity = other.Severity;
contraband.AllowedDepartments = other.AllowedDepartments;
contraband.AllowedJobs = other.AllowedJobs;
Dirty(uid, contraband);
}
@@ -54,11 +55,15 @@ public sealed class ContrabandSystem : EntitySystem
using (args.PushGroup(nameof(ContrabandComponent)))
{
// TODO shouldn't department prototypes have a localized name instead of just using the ID for this?
var localizedDepartments = ent.Comp.AllowedDepartments.Select(p => Loc.GetString($"department-{p.Id}"));
var localizedJobs = ent.Comp.AllowedJobs.Select(p => _proto.Index(p).LocalizedName);
var severity = _proto.Index(ent.Comp.Severity);
if (severity.ShowDepartments && ent.Comp is { AllowedDepartments: not null })
if (severity.ShowDepartmentsAndJobs)
{
// TODO shouldn't department prototypes have a localized name instead of just using the ID for this?
var list = ContentLocalizationManager.FormatList(ent.Comp.AllowedDepartments.Select(p => Loc.GetString($"department-{p.Id}")).ToList());
//creating a combined list of jobs and departments for the restricted text
var list = ContentLocalizationManager.FormatList(localizedDepartments.Concat(localizedJobs).ToList());
// department restricted text
args.PushMarkup(Loc.GetString("contraband-examine-text-Restricted-department", ("departments", list)));
@@ -69,23 +74,30 @@ public sealed class ContrabandSystem : EntitySystem
}
// text based on ID card
List<ProtoId<DepartmentPrototype>>? departments = null;
List<ProtoId<DepartmentPrototype>> departments = new();
var jobId = "";
if (_id.TryFindIdCard(args.Examiner, out var id))
{
departments = id.Comp.JobDepartments;
if (id.Comp.LocalizedJobTitle is not null)
{
jobId = id.Comp.LocalizedJobTitle;
}
}
// either its fully restricted, you have no departments, or your departments dont intersect with the restricted departments
if (ent.Comp.AllowedDepartments is null
|| departments is null
|| !departments.Intersect(ent.Comp.AllowedDepartments).Any())
// for the jobs we compare the localized string in case you use an agent ID or custom job name that is not a prototype
if (departments.Intersect(ent.Comp.AllowedDepartments).Any()
|| localizedJobs.Contains(jobId))
{
args.PushMarkup(Loc.GetString("contraband-examine-text-avoid-carrying-around"));
return;
// you are allowed to use this!
args.PushMarkup(Loc.GetString("contraband-examine-text-in-the-clear"));
}
else
{
// straight to jail!
args.PushMarkup(Loc.GetString("contraband-examine-text-avoid-carrying-around"));
}
// otherwise fine to use :tm:
args.PushMarkup(Loc.GetString("contraband-examine-text-in-the-clear"));
}
}
}

View File

@@ -598,7 +598,7 @@
# Belts without visualizers
- type: entity
parent: [ClothingBeltAmmoProviderBase, BaseRestrictedContraband]
parent: [ClothingBeltAmmoProviderBase, BaseSecurityBartenderContraband]
id: ClothingBeltBandolier
name: bandolier
description: A bandolier for holding shotgun ammunition.

View File

@@ -226,7 +226,7 @@
- EncryptionKeyCommon
- type: entity
parent: [ClothingHeadset, BaseRestrictedContraband]
parent: [ClothingHeadset, BaseSecurityLawyerContraband]
id: ClothingHeadsetSecurity
name: security headset
description: This is used by your elite security force.

View File

@@ -1,10 +1,12 @@
# Numbers for armor here largely taken from /tg/.
# NOTE: Half of the kind of armor you're probably thinking of is in vests.yml. These should probably be merged some day.
#Basic armor vest for inheritance
- type: entity
parent: [ClothingOuterBaseMedium, AllowSuitStorageClothing, BaseRestrictedContraband]
id: ClothingOuterArmorBasic
id: ClothingOuterArmorBase
name: armor vest
abstract: true
description: A standard Type I armored vest that provides decent protection against most types of damage.
components:
- type: Sprite
@@ -32,6 +34,11 @@
restitution: 0.3
friction: 0.2
#Standard armor vest, allowed for security and bartenders
- type: entity
parent: [ BaseSecurityBartenderContraband, ClothingOuterArmorBase]
id: ClothingOuterArmorBasic
#Alternate / slim basic armor vest
- type: entity
parent: ClothingOuterArmorBasic
@@ -97,7 +104,7 @@
- type: GroupExamine
- type: entity
parent: ClothingOuterArmorBasic
parent: ClothingOuterArmorBase
id: ClothingOuterArmorBulletproof
name: bulletproof vest
description: A Type III heavy bulletproof vest that provides superb protection against bullets, but is lackluster against anything else.
@@ -117,7 +124,7 @@
Heat: 0.95
- type: entity
parent: ClothingOuterArmorBasic
parent: ClothingOuterArmorBase
id: ClothingOuterArmorReflective
name: reflective vest
description: An armored vest with advanced shielding to protect against energy weapons.
@@ -139,7 +146,7 @@
reflectProb: 0.65 # WD EDIT: 0.33 -> 0.65
innate: true # armor grants a passive shield that does not require concentration to maintain
reflects:
- Energy
- Energy
- type: entity
parent: [ClothingOuterBaseLarge, AllowSuitStorageClothing, BaseSyndicateContraband ]
@@ -191,21 +198,21 @@
netsync: false
- type: LightBehaviour
behaviours:
- !type:FadeBehaviour
id: radiating
interpolate: Linear
maxDuration: 2.0
startValue: 3.0
endValue: 2.0
isLooped: true
reverseWhenFinished: true
- !type:PulseBehaviour
id: blinking
interpolate: Nearest
maxDuration: 1.0
minValue: 0.1
maxValue: 2.0
isLooped: true
- !type:FadeBehaviour
id: radiating
interpolate: Linear
maxDuration: 2.0
startValue: 3.0
endValue: 2.0
isLooped: true
reverseWhenFinished: true
- !type:PulseBehaviour
id: blinking
interpolate: Nearest
maxDuration: 1.0
minValue: 0.1
maxValue: 2.0
isLooped: true
- type: Battery
maxCharge: 600
startingCharge: 600
@@ -256,7 +263,7 @@
slots: WITHOUT_POCKET
- type: Tag
tags:
- FullBodyOuter
- FullBodyOuter
- type: GiftIgnore # WD EDIT
- type: entity
@@ -282,7 +289,7 @@
slots: WITHOUT_POCKET
- type: Tag
tags:
- FullBodyOuter
- FullBodyOuter
- type: entity
parent: ClothingOuterArmorHeavy
@@ -383,7 +390,7 @@
slots: WITHOUT_POCKET
- type: Tag
tags:
- FullBodyOuter
- FullBodyOuter
- type: entity
parent: [ ClothingOuterBaseLarge, BaseMajorContraband, AllowSuitStorageClothing ]

View File

@@ -13,7 +13,7 @@
coolingCoefficient: 0.7 # WD EDIT: 0.1 -> 0.7
- type: entity
parent: [ClothingOuterStorageBase, AllowSuitStorageClothing, ClothingOuterArmorBasic]
parent: [ClothingOuterStorageBase, AllowSuitStorageClothing, ClothingOuterArmorBase]
id: ClothingOuterCoatDetective
name: detective trenchcoat
description: An 18th-century multi-purpose trenchcoat. Someone who wears this means serious business.

View File

@@ -42,7 +42,7 @@
#Detective's vest
- type: entity
parent: [ClothingOuterArmorBasic, BaseRestrictedContraband]
parent: [ClothingOuterArmorBase, BaseRestrictedContraband]
id: ClothingOuterVestDetective
name: detective's vest
description: A hard-boiled private investigator's armored vest.

View File

@@ -107,7 +107,7 @@
sprite: Clothing/Shoes/Specific/cult.rsi
- type: entity
parent: ClothingShoesBase
parent: [ ClothingShoesBase, BaseJanitorContraband ]
id: ClothingShoesGaloshes
name: galoshes
description: Rubber boots.

View File

@@ -172,7 +172,7 @@
- state: robotics_label
- type: entity
parent: [ EncryptionKey, BaseSecurityContraband ]
parent: [ EncryptionKey, BaseSecurityLawyerContraband ]
id: EncryptionKeySecurity
name: security encryption key
description: An encryption key used by security.

View File

@@ -32,7 +32,7 @@
- type: entity
id: ShellShotgunBeanbag
name: shell (.50 beanbag)
parent: BaseShellShotgun
parent: [ BaseShellShotgun, BaseSecurityBartenderContraband ]
components:
- type: Tag
tags:
@@ -62,6 +62,25 @@
- type: SpentAmmoVisuals
state: "slug"
- type: entity
id: ShellShotgunFlare
name: shell (.50 flare)
parent: [ BaseShellShotgun, BaseSecurityBartenderContraband ]
components:
- type: Tag
tags:
- Cartridge
- ShellShotgun
- ShellShotgunLight
- type: Sprite
layers:
- state: flare
map: [ "enum.AmmoVisualLayers.Base" ]
- type: CartridgeAmmo
proto: PelletShotgunFlare
- type: SpentAmmoVisuals
state: "flare"
- type: entity
id: ShellShotgunLumen
name: shell (.50 Lumenblast)
@@ -220,22 +239,3 @@
map: [ "enum.AmmoVisualLayers.Base" ]
- type: CartridgeAmmo
proto: PelletShotgunSpread0000Buckshot
- type: entity
id: ShellShotgunFlare
name: shell (.50 flare)
parent: BaseShellShotgun
components:
- type: Tag
tags:
- Cartridge
- ShellShotgun
- ShellShotgunLight
- type: Sprite
layers:
- state: flare
map: [ "enum.AmmoVisualLayers.Base" ]
- type: CartridgeAmmo
proto: PelletShotgunFlare
- type: SpentAmmoVisuals
state: "flare"

View File

@@ -70,7 +70,7 @@
Blunt: 2.5
- type: DamageOtherOnHit
staminaCost: 9.5
# WD EDIT START
# WD EDIT START
# Sounds
- type: EmitSoundOnPickup
sound:
@@ -170,7 +170,7 @@
containers:
gun_magazine: !type:ContainerSlot
gun_chamber: !type:ContainerSlot
# WD EDIT START: MagazineAmmoProvider -> ChamberMagazineAmmoProvider
# WD EDIT START: MagazineAmmoProvider -> ChamberMagazineAmmoProvider
- type: ChamberMagazineAmmoProvider
soundRack:
path: /Audio/Weapons/Guns/Cock/sf_rifle_cock.ogg
@@ -241,8 +241,8 @@
stealGroup: HoSAntiqueWeapon
- type: entity
name: double-barreled shotgunshotgun
parent: [BaseWeaponShotgun, BaseGunWieldable, BaseMinorContraband]
name: double-barreled shotgun
parent: [BaseWeaponShotgun, BaseGunWieldable, BaseSecurityBartenderContraband]
id: WeaponShotgunDoubleBarreled
description: An immortal classic. Uses .50 shotgun shells.
components:
@@ -364,7 +364,7 @@
- type: entity
name: sawn-off shotgun
parent: BaseWeaponShotgunSmall # WD EDIT: BaseWeaponShotgun -> BaseWeaponShotgunSmall
parent: [ BaseWeaponShotgunSmall, BaseSecurityBartenderContraband ] # WD EDIT: BaseWeaponShotgun -> BaseWeaponShotgunSmall
id: WeaponShotgunSawn
description: Groovy! Uses .50 shotgun shells.
components:
@@ -444,7 +444,7 @@
fireOnDropChance: 1
- type: BallisticAmmoProvider
capacity: 1
# WD EDIT START
# WD EDIT START
autoCycle: true
# - type: Construction
# graph: ShotgunSawn

View File

@@ -274,7 +274,6 @@
doAfterDuration: 4.0
- type: Contraband
severity: Syndicate
allowedDepartments: null
- type: Sprite
sprite: Objects/Weapons/Melee/e_dagger.rsi
layers:

View File

@@ -5,8 +5,6 @@
components:
- type: Contraband
severity: Syndicate
# no one should be carrying this around visibly!
allowedDepartments: null
# minor contraband not departmentally restricted -- improvised weapons etc
- type: entity
@@ -15,8 +13,6 @@
components:
- type: Contraband
severity: Minor
# according to space law no dept is authorized to have
allowedDepartments: null
# major contraband, for things like guns or weaponry that don't belong to any department and aren't syndicate specific
- type: entity
@@ -25,7 +21,6 @@
components:
- type: Contraband
severity: Major
allowedDepartments: null
# minor contraband by default restricted to security only
- type: entity
@@ -157,6 +152,33 @@
- type: Contraband
allowedDepartments: [ Medical, Epistemics ]
# contraband restricted by job by some degree
- type: entity
id: BaseSecurityBartenderContraband
parent: BaseRestrictedContraband
abstract: true
components:
- type: Contraband
allowedDepartments: [ Security ]
allowedJobs: [ Bartender ]
- type: entity
id: BaseSecurityLawyerContraband
parent: BaseRestrictedContraband
abstract: true
components:
- type: Contraband
allowedDepartments: [ Security ]
allowedJobs: [ Lawyer ]
- type: entity
id: BaseJanitorContraband
parent: BaseRestrictedContraband
abstract: true
components:
- type: Contraband
allowedJobs: [ Janitor ]
# for ~objective items
- type: entity
id: BaseGrandTheftContraband

View File

@@ -14,7 +14,7 @@
- type: contrabandSeverity
id: Restricted
examineText: contraband-examine-text-Restricted
showDepartments: true
showDepartmentsAndJobs: true
# Having this as a regular crew member is considered grand theft. (nuke disk, captain's gear, objective items, etc)
- type: contrabandSeverity