Implement traits system (#10693)

This commit is contained in:
Visne
2022-09-10 17:40:06 +02:00
committed by GitHub
parent e1782ec22b
commit 4cc5fa239e
17 changed files with 3006 additions and 29 deletions

View File

@@ -0,0 +1,40 @@
using Content.Server.GameTicking;
using Content.Shared.Traits;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.Manager;
namespace Content.Server.Traits;
public sealed class TraitSystem : EntitySystem
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly ISerializationManager _serializationManager = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<PlayerSpawnCompleteEvent>(OnPlayerSpawnComplete);
}
// When the player is spawned in, add all trait components selected during character creation
private void OnPlayerSpawnComplete(PlayerSpawnCompleteEvent args)
{
foreach (var traitId in args.Profile.TraitPreferences)
{
if (!_prototypeManager.TryIndex<TraitPrototype>(traitId, out var traitPrototype))
{
Logger.Warning($"No trait found with ID {traitId}!");
return;
}
// Add all components required by the prototype
foreach (var entry in traitPrototype.Components.Values)
{
var comp = (Component) _serializationManager.Copy(entry.Component);
comp.Owner = args.Mob;
EntityManager.AddComponent(args.Mob, comp);
}
}
}
}