don't apply traits for borg and ai (#31990)
* doesn't apply traits for borg or ai * add some comment and summaries * weh weh * well ok Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com> --------- Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com>
This commit is contained in:
@@ -1,6 +1,7 @@
|
||||
using Content.Server.GameTicking;
|
||||
using Content.Shared.Hands.Components;
|
||||
using Content.Shared.Hands.EntitySystems;
|
||||
using Content.Shared.Roles;
|
||||
using Content.Shared.Traits;
|
||||
using Content.Shared.Whitelist;
|
||||
using Robust.Shared.Prototypes;
|
||||
@@ -24,6 +25,14 @@ public sealed class TraitSystem : EntitySystem
|
||||
// When the player is spawned in, add all trait components selected during character creation
|
||||
private void OnPlayerSpawnComplete(PlayerSpawnCompleteEvent args)
|
||||
{
|
||||
// Check if player's job allows to apply traits
|
||||
if (args.JobId == null ||
|
||||
!_prototypeManager.TryIndex<JobPrototype>(args.JobId ?? string.Empty, out var protoJob) ||
|
||||
!protoJob.ApplyTraits)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
foreach (var traitId in args.Profile.TraitPreferences)
|
||||
{
|
||||
if (!_prototypeManager.TryIndex<TraitPrototype>(traitId, out var traitPrototype))
|
||||
|
||||
@@ -20,6 +20,9 @@ namespace Content.Shared.Roles
|
||||
[DataField("playTimeTracker", required: true, customTypeSerializer: typeof(PrototypeIdSerializer<PlayTimeTrackerPrototype>))]
|
||||
public string PlayTimeTracker { get; private set; } = string.Empty;
|
||||
|
||||
/// <summary>
|
||||
/// Who is the supervisor for this job.
|
||||
/// </summary>
|
||||
[DataField("supervisors")]
|
||||
public string Supervisors { get; private set; } = "nobody";
|
||||
|
||||
@@ -41,18 +44,36 @@ namespace Content.Shared.Roles
|
||||
[ViewVariables(VVAccess.ReadOnly)]
|
||||
public string? LocalizedDescription => Description is null ? null : Loc.GetString(Description);
|
||||
|
||||
/// <summary>
|
||||
/// Requirements for the job.
|
||||
/// </summary>
|
||||
[DataField, Access(typeof(SharedRoleSystem), Other = AccessPermissions.None)]
|
||||
public HashSet<JobRequirement>? Requirements;
|
||||
|
||||
/// <summary>
|
||||
/// When true - the station will have anouncement about arrival of this player.
|
||||
/// </summary>
|
||||
[DataField("joinNotifyCrew")]
|
||||
public bool JoinNotifyCrew { get; private set; } = false;
|
||||
|
||||
/// <summary>
|
||||
/// When true - the player will recieve a message about importancy of their job.
|
||||
/// </summary>
|
||||
[DataField("requireAdminNotify")]
|
||||
public bool RequireAdminNotify { get; private set; } = false;
|
||||
|
||||
/// <summary>
|
||||
/// Should this job appear in preferences menu?
|
||||
/// </summary>
|
||||
[DataField("setPreference")]
|
||||
public bool SetPreference { get; private set; } = true;
|
||||
|
||||
/// <summary>
|
||||
/// Should the selected traits be applied for this job?
|
||||
/// </summary>
|
||||
[DataField]
|
||||
public bool ApplyTraits { get; private set; } = true;
|
||||
|
||||
/// <summary>
|
||||
/// Whether this job should show in the ID Card Console.
|
||||
/// If set to null, it will default to SetPreference's value.
|
||||
|
||||
@@ -12,6 +12,7 @@
|
||||
icon: JobIconStationAi
|
||||
supervisors: job-supervisors-rd
|
||||
jobEntity: StationAiBrain
|
||||
applyTraits: false
|
||||
|
||||
- type: job
|
||||
id: Borg
|
||||
@@ -25,3 +26,4 @@
|
||||
icon: JobIconBorg
|
||||
supervisors: job-supervisors-rd
|
||||
jobEntity: PlayerBorgGeneric
|
||||
applyTraits: false
|
||||
|
||||
Reference in New Issue
Block a user