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