Refactor minds to be entities with components, make roles components (#19591)
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
This commit is contained in:
108
Content.Server/Roles/Jobs/JobSystem.cs
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108
Content.Server/Roles/Jobs/JobSystem.cs
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using System.Diagnostics.CodeAnalysis;
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using System.Globalization;
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using Content.Server.Chat.Managers;
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using Content.Server.Mind;
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using Content.Server.Players;
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using Content.Shared.Roles;
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using Robust.Server.Player;
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using Robust.Shared.Prototypes;
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namespace Content.Server.Roles.Jobs;
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/// <summary>
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/// Handles the job data on mind entities.
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/// </summary>
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public sealed class JobSystem : EntitySystem
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{
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[Dependency] private readonly IChatManager _chat = default!;
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[Dependency] private readonly MindSystem _mind = default!;
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[Dependency] private readonly RoleSystem _roles = default!;
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[Dependency] private readonly IPrototypeManager _prototypes = default!;
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public override void Initialize()
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{
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SubscribeLocalEvent<JobComponent, RoleAddedEvent>(MindOnDoGreeting);
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}
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private void MindOnDoGreeting(EntityUid mindId, JobComponent component, RoleAddedEvent args)
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{
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if (!_mind.TryGetSession(mindId, out var session))
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return;
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if (!MindTryGetJob(mindId, out _, out var prototype))
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return;
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_chat.DispatchServerMessage(session, Loc.GetString("job-greet-introduce-job-name",
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("jobName", CultureInfo.CurrentCulture.TextInfo.ToTitleCase(prototype.LocalizedName))));
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if (prototype.RequireAdminNotify)
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_chat.DispatchServerMessage(session, Loc.GetString("job-greet-important-disconnect-admin-notify"));
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_chat.DispatchServerMessage(session, Loc.GetString("job-greet-supervisors-warning",
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("jobName", Name),
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("supervisors", Loc.GetString(prototype.Supervisors))));
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}
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public void MindAddJob(EntityUid mindId, string jobPrototypeId)
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{
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if (MindHasJobWithId(mindId, jobPrototypeId))
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return;
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_roles.MindAddRole(mindId, new JobComponent { PrototypeId = jobPrototypeId });
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}
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public bool MindHasJobWithId(EntityUid? mindId, string prototypeId)
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{
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return CompOrNull<JobComponent>(mindId)?.PrototypeId == prototypeId;
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}
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public bool MindTryGetJob(
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[NotNullWhen(true)] EntityUid? mindId,
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[NotNullWhen(true)] out JobComponent? comp,
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[NotNullWhen(true)] out JobPrototype? prototype)
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{
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comp = null;
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prototype = null;
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return TryComp(mindId, out comp) &&
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comp.PrototypeId != null &&
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_prototypes.TryIndex(comp.PrototypeId, out prototype);
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}
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/// <summary>
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/// Tries to get the job name for this mind.
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/// Returns unknown if not found.
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/// </summary>
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public bool MindTryGetJobName([NotNullWhen(true)] EntityUid? mindId, out string name)
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{
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if (MindTryGetJob(mindId, out _, out var prototype))
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{
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name = prototype.LocalizedName;
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return true;
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}
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name = Loc.GetString("generic-unknown-title");
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return false;
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}
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/// <summary>
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/// Tries to get the job name for this mind.
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/// Returns unknown if not found.
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/// </summary>
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public string MindTryGetJobName([NotNullWhen(true)] EntityUid? mindId)
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{
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MindTryGetJobName(mindId, out var name);
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return name;
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}
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public bool CanBeAntag(IPlayerSession player)
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{
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if (player.ContentData() is not { Mind: { } mindId })
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return false;
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if (!MindTryGetJob(mindId, out _, out var prototype))
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return true;
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return prototype.CanBeAntag;
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}
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}
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