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:
slarticodefast
2025-06-27 02:27:25 +02:00
committed by GitHub
parent 75db49f9c0
commit a3b82e9afd
3 changed files with 6 additions and 47 deletions

View File

@@ -133,11 +133,11 @@ public sealed class TraitorRuleSystem : GameRuleSystem<TraitorRuleComponent>
Log.Debug($"MakeTraitor {ToPrettyString(traitor)} - did not get traitor briefing");
}
// Send codewords to only the traitor client
var color = TraitorCodewordColor; // Fall back to a dark red Syndicate color if a prototype is not found
RoleCodewordComponent codewordComp = EnsureComp<RoleCodewordComponent>(mindId);
_roleCodewordSystem.SetRoleCodewords(codewordComp, "traitor", factionCodewords.ToList(), color);
// The mind entity is stored in nullspace with a PVS override for the owner, so only they can see the codewords.
var codewordComp = EnsureComp<RoleCodewordComponent>(mindId);
_roleCodewordSystem.SetRoleCodewords((mindId, codewordComp), "traitor", factionCodewords.ToList(), color);
// Change the faction
Log.Debug($"MakeTraitor {ToPrettyString(traitor)} - Change faction");

View File

@@ -1,5 +1,4 @@
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
namespace Content.Shared.Roles.RoleCodeword;
@@ -16,8 +15,6 @@ public sealed partial class RoleCodewordComponent : Component
/// </summary>
[DataField, AutoNetworkedField]
public Dictionary<string, CodewordsData> RoleCodewords = new();
public override bool SessionSpecific => true;
}
[DataDefinition, Serializable, NetSerializable]

View File

@@ -1,49 +1,11 @@
using Content.Shared.Mind;
using Robust.Shared.GameStates;
using Robust.Shared.Player;
namespace Content.Shared.Roles.RoleCodeword;
public abstract class SharedRoleCodewordSystem : EntitySystem
{
[Dependency] private readonly SharedMindSystem _mindSystem = default!;
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)
public void SetRoleCodewords(Entity<RoleCodewordComponent> ent, string key, List<string> codewords, Color color)
{
var data = new CodewordsData(color, codewords);
comp.RoleCodewords[key] = data;
ent.Comp.RoleCodewords[key] = data;
Dirty(ent);
}
}