mirror of
https://github.com/WWhiteDreamProject/wwdpublic.git
synced 2026-04-19 06:28:40 +03:00
88 lines
3.4 KiB
C#
88 lines
3.4 KiB
C#
using Content.Server.Players.PlayTimeTracking;
|
|
using Content.Shared._EE.Contractors.Prototypes;
|
|
using Content.Shared.CCVar;
|
|
using Content.Shared.Customization.Systems;
|
|
using Content.Shared.GameTicking;
|
|
using Content.Shared.Humanoid;
|
|
using Content.Shared.Players;
|
|
using Content.Shared.Preferences;
|
|
using Content.Shared.Roles;
|
|
using Robust.Shared.Configuration;
|
|
using Robust.Shared.Prototypes;
|
|
using Robust.Shared.Serialization.Manager;
|
|
using Robust.Shared.Utility;
|
|
|
|
namespace Content.Server._EE.Contractors.Systems;
|
|
|
|
public sealed class LifepathSystem : EntitySystem
|
|
{
|
|
[Dependency] private readonly IPrototypeManager _prototype = default!;
|
|
[Dependency] private readonly ISerializationManager _serialization = default!;
|
|
[Dependency] private readonly CharacterRequirementsSystem _characterRequirements = default!;
|
|
[Dependency] private readonly PlayTimeTrackingManager _playTimeTracking = default!;
|
|
[Dependency] private readonly IConfigurationManager _configuration = default!;
|
|
[Dependency] private readonly IComponentFactory _componentFactory = default!;
|
|
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
|
|
SubscribeLocalEvent<PlayerSpawnCompleteEvent>(OnPlayerSpawnComplete);
|
|
SubscribeLocalEvent<LoadProfileExtensionsEvent>(OnProfileLoad);
|
|
}
|
|
|
|
// When the player is spawned in, add the Lifepath components selected during character creation
|
|
private void OnPlayerSpawnComplete(PlayerSpawnCompleteEvent args) =>
|
|
ApplyLifepath(args.Mob, args.JobId, args.Profile,
|
|
_playTimeTracking.GetTrackerTimes(args.Player), args.Player.ContentData()?.Whitelisted ?? false);
|
|
|
|
private void OnProfileLoad(LoadProfileExtensionsEvent args) =>
|
|
ApplyLifepath(args.Mob, args.JobId, args.Profile,
|
|
_playTimeTracking.GetTrackerTimes(args.Player), args.Player.ContentData()?.Whitelisted ?? false);
|
|
|
|
/// <summary>
|
|
/// Adds the Lifepath selected by a player to an entity.
|
|
/// </summary>
|
|
public void ApplyLifepath(EntityUid uid, ProtoId<JobPrototype>? jobId, HumanoidCharacterProfile profile,
|
|
Dictionary<string, TimeSpan> playTimes, bool whitelisted)
|
|
{
|
|
if (jobId == null || !_prototype.TryIndex(jobId, out _))
|
|
return;
|
|
|
|
var jobPrototypeToUse = _prototype.Index(jobId.Value);
|
|
|
|
ProtoId<LifepathPrototype> lifepath = profile.Lifepath != string.Empty ? profile.Lifepath : SharedHumanoidAppearanceSystem.DefaultLifepath;
|
|
|
|
if (!_prototype.TryIndex(lifepath, out var lifepathPrototype))
|
|
{
|
|
DebugTools.Assert($"Lifepath '{lifepath}' not found!");
|
|
return;
|
|
}
|
|
|
|
if (!_characterRequirements.CheckRequirementsValid(
|
|
lifepathPrototype.Requirements,
|
|
jobPrototypeToUse,
|
|
profile, playTimes, whitelisted, lifepathPrototype,
|
|
EntityManager, _prototype, _configuration,
|
|
out _))
|
|
return;
|
|
|
|
AddLifepath(uid, lifepathPrototype);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Adds a single Lifepath Prototype to an Entity.
|
|
/// </summary>
|
|
public void AddLifepath(EntityUid uid, LifepathPrototype lifepathPrototype)
|
|
{
|
|
if (!_configuration.GetCVar(CCVars.ContractorsEnabled) ||
|
|
!_configuration.GetCVar(CCVars.ContractorsTraitFunctionsEnabled))
|
|
{
|
|
return;
|
|
}
|
|
|
|
foreach (var function in lifepathPrototype.Functions)
|
|
function.OnPlayerSpawn(uid, _componentFactory, EntityManager, _serialization);
|
|
}
|
|
}
|