Cleanup SharedRoleCodewordSystem (#38310)
* cleanup * Update Content.Shared/Roles/RoleCodeword/SharedRoleCodewordSystem.cs Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com> * Apply suggestions from code review --------- Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
This commit is contained in:
@@ -133,11 +133,11 @@ public sealed class TraitorRuleSystem : GameRuleSystem<TraitorRuleComponent>
|
|||||||
Log.Debug($"MakeTraitor {ToPrettyString(traitor)} - did not get traitor briefing");
|
Log.Debug($"MakeTraitor {ToPrettyString(traitor)} - did not get traitor briefing");
|
||||||
}
|
}
|
||||||
|
|
||||||
// Send codewords to only the traitor client
|
|
||||||
var color = TraitorCodewordColor; // Fall back to a dark red Syndicate color if a prototype is not found
|
var color = TraitorCodewordColor; // Fall back to a dark red Syndicate color if a prototype is not found
|
||||||
|
|
||||||
RoleCodewordComponent codewordComp = EnsureComp<RoleCodewordComponent>(mindId);
|
// The mind entity is stored in nullspace with a PVS override for the owner, so only they can see the codewords.
|
||||||
_roleCodewordSystem.SetRoleCodewords(codewordComp, "traitor", factionCodewords.ToList(), color);
|
var codewordComp = EnsureComp<RoleCodewordComponent>(mindId);
|
||||||
|
_roleCodewordSystem.SetRoleCodewords((mindId, codewordComp), "traitor", factionCodewords.ToList(), color);
|
||||||
|
|
||||||
// Change the faction
|
// Change the faction
|
||||||
Log.Debug($"MakeTraitor {ToPrettyString(traitor)} - Change faction");
|
Log.Debug($"MakeTraitor {ToPrettyString(traitor)} - Change faction");
|
||||||
|
|||||||
@@ -1,5 +1,4 @@
|
|||||||
using Robust.Shared.GameStates;
|
using Robust.Shared.GameStates;
|
||||||
using Robust.Shared.Prototypes;
|
|
||||||
using Robust.Shared.Serialization;
|
using Robust.Shared.Serialization;
|
||||||
|
|
||||||
namespace Content.Shared.Roles.RoleCodeword;
|
namespace Content.Shared.Roles.RoleCodeword;
|
||||||
@@ -16,8 +15,6 @@ public sealed partial class RoleCodewordComponent : Component
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
[DataField, AutoNetworkedField]
|
[DataField, AutoNetworkedField]
|
||||||
public Dictionary<string, CodewordsData> RoleCodewords = new();
|
public Dictionary<string, CodewordsData> RoleCodewords = new();
|
||||||
|
|
||||||
public override bool SessionSpecific => true;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
[DataDefinition, Serializable, NetSerializable]
|
[DataDefinition, Serializable, NetSerializable]
|
||||||
|
|||||||
@@ -1,49 +1,11 @@
|
|||||||
using Content.Shared.Mind;
|
|
||||||
using Robust.Shared.GameStates;
|
|
||||||
using Robust.Shared.Player;
|
|
||||||
|
|
||||||
namespace Content.Shared.Roles.RoleCodeword;
|
namespace Content.Shared.Roles.RoleCodeword;
|
||||||
|
|
||||||
public abstract class SharedRoleCodewordSystem : EntitySystem
|
public abstract class SharedRoleCodewordSystem : EntitySystem
|
||||||
{
|
{
|
||||||
[Dependency] private readonly SharedMindSystem _mindSystem = default!;
|
public void SetRoleCodewords(Entity<RoleCodewordComponent> ent, string key, List<string> codewords, Color color)
|
||||||
|
|
||||||
public override void Initialize()
|
|
||||||
{
|
|
||||||
base.Initialize();
|
|
||||||
|
|
||||||
SubscribeLocalEvent<RoleCodewordComponent, ComponentGetStateAttemptEvent>(OnCodewordCompGetStateAttempt);
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Determines if a codeword component should be sent to the client.
|
|
||||||
/// </summary>
|
|
||||||
private void OnCodewordCompGetStateAttempt(EntityUid uid, RoleCodewordComponent comp, ref ComponentGetStateAttemptEvent args)
|
|
||||||
{
|
|
||||||
args.Cancelled = !CanGetState(args.Player, comp);
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// The criteria that determine whether a codeword component should be sent to a client.
|
|
||||||
/// Sends the component if its owner is the player mind.
|
|
||||||
/// </summary>
|
|
||||||
/// <param name="player"> The Player the component will be sent to.</param>
|
|
||||||
/// <param name="comp"> The component being checked against</param>
|
|
||||||
/// <returns></returns>
|
|
||||||
private bool CanGetState(ICommonSession? player, RoleCodewordComponent comp)
|
|
||||||
{
|
|
||||||
if (!_mindSystem.TryGetMind(player, out EntityUid mindId, out var _))
|
|
||||||
return false;
|
|
||||||
|
|
||||||
if (!TryComp(mindId, out RoleCodewordComponent? playerComp) && comp != playerComp)
|
|
||||||
return false;
|
|
||||||
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
public void SetRoleCodewords(RoleCodewordComponent comp, string key, List<string> codewords, Color color)
|
|
||||||
{
|
{
|
||||||
var data = new CodewordsData(color, codewords);
|
var data = new CodewordsData(color, codewords);
|
||||||
comp.RoleCodewords[key] = data;
|
ent.Comp.RoleCodewords[key] = data;
|
||||||
|
Dirty(ent);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user