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63 lines
2.4 KiB
C#
63 lines
2.4 KiB
C#
using System.Linq;
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using Content.Server.GameTicking;
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using Content.Server.Players.PlayTimeTracking;
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using Content.Shared.Customization.Systems;
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using Content.Shared.Players;
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using Content.Shared.Roles;
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using Content.Shared.Traits;
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using Robust.Shared.Configuration;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.Manager;
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using Robust.Shared.Utility;
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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 _prototype = default!;
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[Dependency] private readonly ISerializationManager _serialization = default!;
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[Dependency] private readonly CharacterRequirementsSystem _characterRequirements = default!;
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[Dependency] private readonly PlayTimeTrackingManager _playTimeTracking = default!;
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[Dependency] private readonly IConfigurationManager _configuration = default!;
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[Dependency] private readonly IComponentFactory _componentFactory = 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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foreach (var traitId in args.Profile.TraitPreferences)
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{
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if (!_prototype.TryIndex<TraitPrototype>(traitId, out var traitPrototype))
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{
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DebugTools.Assert($"No trait found with ID {traitId}!");
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return;
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}
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if (!_characterRequirements.CheckRequirementsValid(
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traitPrototype.Requirements,
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_prototype.Index<JobPrototype>(args.JobId ?? _prototype.EnumeratePrototypes<JobPrototype>().First().ID),
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args.Profile, _playTimeTracking.GetTrackerTimes(args.Player), args.Player.ContentData()?.Whitelisted ?? false, traitPrototype,
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EntityManager, _prototype, _configuration,
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out _))
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continue;
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AddTrait(args.Mob, traitPrototype);
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}
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}
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/// <summary>
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/// Adds a single Trait Prototype to an Entity.
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/// </summary>
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public void AddTrait(EntityUid uid, TraitPrototype traitPrototype)
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{
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foreach (var function in traitPrototype.Functions)
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function.OnPlayerSpawn(uid, _componentFactory, EntityManager, _serialization);
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}
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}
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