Files
wwdpublic/Content.Shared/Customization/Systems/CharacterRequirementsSystem.cs
SlamBamActionman 163ac8bc69 Lower in-round votekick requirements (#32953)
Initial commit

(cherry picked from commit b3190b89359ffe6e4e1d58e1c1ef69b8d7f70476)
2025-09-20 20:33:34 +03:00

133 lines
5.8 KiB
C#

using System.Linq;
using System.Text;
using Content.Shared.Inventory;
using Content.Shared.Mind;
using Content.Shared.Players.PlayTimeTracking;
using Content.Shared.Preferences;
using Content.Shared.Roles;
using Content.Shared.Roles.Jobs;
using Content.Shared.Station;
using Robust.Shared.Configuration;
using Robust.Shared.Prototypes;
using Robust.Shared.Utility;
namespace Content.Shared.Customization.Systems;
public sealed class CharacterRequirementsSystem : EntitySystem
{
[Dependency] private readonly InventorySystem _inventory = default!;
[Dependency] private readonly SharedJobSystem _jobSystem = default!;
[Dependency] private readonly SharedMindSystem _mindSystem = default!;
[Dependency] private readonly SharedStationSpawningSystem _stationSpawningSystem = default!;
[Dependency] private readonly IEntityManager _entManager = default!;
[Dependency] private readonly IPrototypeManager _protomanager = default!;
[Dependency] private readonly IConfigurationManager _configurationManager = default!;
[Dependency] private readonly ISharedPlaytimeManager _playtimeManager = default!;
public bool CheckRequirementValid(CharacterRequirement requirement, JobPrototype job,
HumanoidCharacterProfile profile, IReadOnlyDictionary<string, TimeSpan> playTimes, bool whitelisted, IPrototype prototype,
IEntityManager entityManager, IPrototypeManager prototypeManager, IConfigurationManager configManager,
out string? reason, int depth = 0)
{
// Return false if the requirement is invalid and not inverted
// If it's inverted return false when it's valid
return
!requirement.IsValid(job, profile, playTimes, whitelisted, prototype,
entityManager, prototypeManager, configManager,
out reason, depth)
? requirement.Inverted
: !requirement.Inverted;
}
/// <summary>
/// Checks if a character entity meets the specified requirements.
/// </summary>
/// <param name="requirements">The list of requirements to validate.</param>
/// <param name="characterUid">The entity ID of the character to check.</param>
/// <param name="prototype">The prototype associated with the requirements.</param>
/// <param name="reasons">Output list of reasons why requirements weren't met.</param>
/// <param name="depth">Current recursion depth for nested requirements.</param>
/// <param name="whitelisted">Whether the character is whitelisted.</param>
/// <returns>True if all requirements are met, false otherwise.</returns>
public bool CheckRequirementsValid(List<CharacterRequirement> requirements, EntityUid characterUid, IPrototype prototype, out List<string> reasons, int depth = 0, bool whitelisted = false)
{
reasons = new List<string>();
if (!_mindSystem.TryGetMind(characterUid, out var mindId, out var mind)
|| mind.Session == null
|| !_jobSystem.MindTryGetJob(mindId, out var jobPrototype)
|| !_stationSpawningSystem.GetProfile(characterUid, out var stationSpawningProfile)
|| !_playtimeManager.TryGetTrackerTimes(mind.Session, out var trackerTimes))
return false;
return CheckRequirementsValid(requirements, jobPrototype, stationSpawningProfile, trackerTimes, whitelisted, prototype, _entManager, _protomanager, _configurationManager, out reasons, depth, mind);
}
public bool CheckRequirementsValid(List<CharacterRequirement> requirements, JobPrototype job,
HumanoidCharacterProfile profile, IReadOnlyDictionary<string, TimeSpan> playTimes, bool whitelisted, IPrototype prototype,
IEntityManager entityManager, IPrototypeManager prototypeManager, IConfigurationManager configManager,
out List<string> reasons, int depth = 0, MindComponent? mind = null)
{
reasons = new List<string>();
var valid = true;
foreach (var requirement in requirements)
{
// Set valid to false if the requirement is invalid and not inverted
// If it's inverted set valid to false when it's valid
if (!requirement.IsValid(job, profile, playTimes, whitelisted, prototype,
entityManager, prototypeManager, configManager,
out var reason, depth, mind))
{
if (valid)
valid = requirement.Inverted;
}
else
{
if (valid)
valid = !requirement.Inverted;
}
if (reason != null)
reasons.Add(reason);
}
return valid;
}
/// <summary>
/// Gets the reason text from <see cref="CheckRequirementsValid"/> as a <see cref="FormattedMessage"/>.
/// </summary>
public FormattedMessage GetRequirementsText(List<string> reasons)
{
return FormattedMessage.FromMarkup(GetRequirementsMarkup(reasons));
}
/// <summary>
/// Gets the reason text from <see cref="CheckRequirementsValid"/> as a markup string.
/// </summary>
public string GetRequirementsMarkup(List<string> reasons)
{
var text = new StringBuilder();
foreach (var reason in reasons)
text.Append($"\n{reason}");
return text.ToString().Trim();
}
/// <summary>
/// Returns true if the given dummy can equip the given item.
/// Does not care if items are already in equippable slots, and ignores pockets.
/// </summary>
public bool CanEntityWearItem(EntityUid dummy, EntityUid clothing, bool bypassAccessCheck = false)
{
return _inventory.TryGetSlots(dummy, out var slots)
&& slots.Where(slot => !slot.SlotFlags.HasFlag(SlotFlags.POCKET))
.Any(slot => _inventory.CanEquip(dummy, clothing, slot.Name, out _, onSpawn: true, bypassAccessCheck: bypassAccessCheck));
}
}