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(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(traitId, out var traitPrototype)) { Logger.Warning($"No trait found with ID {traitId}!"); return; } if (traitPrototype.Whitelist != null && !traitPrototype.Whitelist.IsValid(args.Mob)) continue; if (traitPrototype.Blacklist != null && traitPrototype.Blacklist.IsValid(args.Mob)) continue; // Add all components required by the prototype foreach (var entry in traitPrototype.Components.Values) { var comp = (Component) _serializationManager.CreateCopy(entry.Component, notNullableOverride: true); comp.Owner = args.Mob; EntityManager.AddComponent(args.Mob, comp); } } } }