* Initial commit * Adjust a whoooole bunch of logs * Also spears * Track going crit * Review fix * Review fixes
633 lines
22 KiB
C#
633 lines
22 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using Content.Shared.Administration.Logs;
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using Content.Shared.CCVar;
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using Content.Shared.Database;
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using Content.Shared.GameTicking;
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using Content.Shared.Mind;
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using Content.Shared.Roles.Jobs;
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using Content.Shared.Silicons.Borgs.Components;
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using Robust.Shared.Audio;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Configuration;
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using Robust.Shared.Map;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
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namespace Content.Shared.Roles;
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public abstract class SharedRoleSystem : EntitySystem
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{
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[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly IConfigurationManager _cfg = default!;
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[Dependency] private readonly IEntityManager _entityManager = default!;
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[Dependency] private readonly SharedMindSystem _minds = default!;
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[Dependency] private readonly IPrototypeManager _prototypes = default!;
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private JobRequirementOverridePrototype? _requirementOverride;
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public override void Initialize()
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{
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Subs.CVar(_cfg, CCVars.GameRoleTimerOverride, SetRequirementOverride, true);
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SubscribeLocalEvent<MindRoleComponent, ComponentShutdown>(OnComponentShutdown);
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SubscribeLocalEvent<StartingMindRoleComponent, PlayerSpawnCompleteEvent>(OnSpawn);
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}
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private void OnSpawn(EntityUid uid, StartingMindRoleComponent component, PlayerSpawnCompleteEvent args)
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{
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if (!_minds.TryGetMind(uid, out var mindId, out var mindComp))
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return;
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MindAddRole(mindId, component.MindRole, mind: mindComp, silent: component.Silent);
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}
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private void SetRequirementOverride(string value)
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{
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if (string.IsNullOrEmpty(value))
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{
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_requirementOverride = null;
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return;
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}
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if (!_prototypes.TryIndex(value, out _requirementOverride ))
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Log.Error($"Unknown JobRequirementOverridePrototype: {value}");
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}
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/// <summary>
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/// Adds multiple mind roles to a mind
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/// </summary>
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/// <param name="mindId">The mind entity to add the role to</param>
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/// <param name="roles">The list of mind roles to add</param>
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/// <param name="mind">If the mind component is provided, it will be checked if it belongs to the mind entity</param>
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/// <param name="silent">If true, no briefing will be generated upon receiving the mind role</param>
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public void MindAddRoles(EntityUid mindId,
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List<EntProtoId>? roles,
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MindComponent? mind = null,
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bool silent = false)
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{
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if (roles is null || roles.Count == 0)
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return;
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foreach (var proto in roles)
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{
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MindAddRole(mindId, proto, mind, silent);
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}
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}
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/// <summary>
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/// Adds a mind role to a mind
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/// </summary>
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/// <param name="mindId">The mind entity to add the role to</param>
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/// <param name="protoId">The mind role to add</param>
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/// <param name="mind">If the mind component is provided, it will be checked if it belongs to the mind entity</param>
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/// <param name="silent">If true, no briefing will be generated upon receiving the mind role</param>
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public void MindAddRole(EntityUid mindId,
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EntProtoId protoId,
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MindComponent? mind = null,
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bool silent = false)
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{
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if (protoId == "MindRoleJob")
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MindAddJobRole(mindId, mind, silent, "");
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else
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MindAddRoleDo(mindId, protoId, mind, silent);
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}
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/// <summary>
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/// Adds a Job mind role with the specified job prototype
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/// </summary>
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/// /// <param name="mindId">The mind entity to add the job role to</param>
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/// <param name="mind">If the mind component is provided, it will be checked if it belongs to the mind entity</param>
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/// <param name="silent">If true, no briefing will be generated upon receiving the mind role</param>
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/// <param name="jobPrototype">The Job prototype for the new role</param>
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public void MindAddJobRole(EntityUid mindId,
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MindComponent? mind = null,
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bool silent = false,
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string? jobPrototype = null)
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{
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if (!Resolve(mindId, ref mind))
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return;
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// Can't have someone get paid for two jobs now, can we
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if (MindHasRole<JobRoleComponent>((mindId, mind), out var jobRole)
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&& jobRole.Value.Comp1.JobPrototype != jobPrototype)
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{
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_adminLogger.Add(LogType.Mind,
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LogImpact.Low,
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$"Job Role of {ToPrettyString(mind.OwnedEntity)} changed from '{jobRole.Value.Comp1.JobPrototype}' to '{jobPrototype}'");
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jobRole.Value.Comp1.JobPrototype = jobPrototype;
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}
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else
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MindAddRoleDo(mindId, "MindRoleJob", mind, silent, jobPrototype);
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}
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/// <summary>
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/// Creates a Mind Role
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/// </summary>
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private void MindAddRoleDo(EntityUid mindId,
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EntProtoId protoId,
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MindComponent? mind = null,
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bool silent = false,
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string? jobPrototype = null)
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{
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if (!Resolve(mindId, ref mind))
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{
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Log.Error($"Failed to add role {protoId} to {ToPrettyString(mindId)} : Mind does not match provided mind component");
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return;
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}
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if (!_prototypes.TryIndex(protoId, out var protoEnt))
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{
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Log.Error($"Failed to add role {protoId} to {ToPrettyString(mindId)} : Role prototype does not exist");
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return;
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}
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//TODO don't let a prototype being added a second time
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//If that was somehow to occur, a second mindrole for that comp would be created
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//Meaning any mind role checks could return wrong results, since they just return the first match they find
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var mindRoleId = Spawn(protoId, MapCoordinates.Nullspace);
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EnsureComp<MindRoleComponent>(mindRoleId);
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var mindRoleComp = Comp<MindRoleComponent>(mindRoleId);
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mindRoleComp.Mind = (mindId,mind);
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if (jobPrototype is not null)
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{
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mindRoleComp.JobPrototype = jobPrototype;
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EnsureComp<JobRoleComponent>(mindRoleId);
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DebugTools.AssertNull(mindRoleComp.AntagPrototype);
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DebugTools.Assert(!mindRoleComp.Antag);
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DebugTools.Assert(!mindRoleComp.ExclusiveAntag);
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}
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mind.MindRoles.Add(mindRoleId);
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var update = MindRolesUpdate((mindId, mind));
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// RoleType refresh, Role time tracking, Update Admin playerlist
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var message = new RoleAddedEvent(mindId, mind, update, silent);
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RaiseLocalEvent(mindId, message, true);
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var name = Loc.GetString(protoEnt.Name);
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if (mind.OwnedEntity is not null)
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{
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_adminLogger.Add(LogType.Mind,
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LogImpact.Low,
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$"{name} added to mind of {ToPrettyString(mind.OwnedEntity)}");
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}
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else
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{
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//TODO: This is not tied to the player on the Admin Log filters.
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//Probably only happens when Job Role is added on initial spawn, before the mind entity is put in a mob
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Log.Error($"{ToPrettyString(mindId)} does not have an OwnedEntity!");
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_adminLogger.Add(LogType.Mind,
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LogImpact.Low,
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$"{name} added to {ToPrettyString(mindId)}");
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}
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}
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/// <summary>
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/// Select the mind's currently "active" mind role entity, and update the mind's role type, if necessary
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/// </summary>
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/// <returns>
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/// True if this changed the mind's role type
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/// </returns>>
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private bool MindRolesUpdate(Entity<MindComponent?> ent)
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{
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if(!Resolve(ent.Owner, ref ent.Comp))
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return false;
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//get the most important/latest mind role
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var roleType = GetRoleTypeByTime(ent.Comp);
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if (ent.Comp.RoleType == roleType)
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return false;
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SetRoleType(ent.Owner, roleType);
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return true;
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}
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private ProtoId<RoleTypePrototype> GetRoleTypeByTime(MindComponent mind)
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{
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// If any Mind Roles specify a Role Type, return the most recent. Otherwise return Neutral
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var roles = new List<ProtoId<RoleTypePrototype>>();
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foreach (var role in mind.MindRoles)
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{
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var comp = Comp<MindRoleComponent>(role);
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if (comp.RoleType is not null)
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roles.Add(comp.RoleType.Value);
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}
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ProtoId<RoleTypePrototype> result = (roles.Count > 0) ? roles.LastOrDefault() : "Neutral";
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return (result);
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}
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private void SetRoleType(EntityUid mind, ProtoId<RoleTypePrototype> roleTypeId)
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{
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if (!TryComp<MindComponent>(mind, out var comp))
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{
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Log.Error($"Failed to update Role Type of mind entity {ToPrettyString(mind)} to {roleTypeId}. MindComponent not found.");
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return;
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}
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if (!_prototypes.HasIndex(roleTypeId))
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{
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Log.Error($"Failed to change Role Type of {_minds.MindOwnerLoggingString(comp)} to {roleTypeId}. Invalid role");
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return;
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}
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comp.RoleType = roleTypeId;
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Dirty(mind, comp);
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// Update player character window
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if (_minds.TryGetSession(mind, out var session))
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RaiseNetworkEvent(new MindRoleTypeChangedEvent(), session.Channel);
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else
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{
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var error = $"The Character Window of {_minds.MindOwnerLoggingString(comp)} potentially did not update immediately : session error";
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_adminLogger.Add(LogType.Mind, LogImpact.Medium, $"{error}");
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}
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if (comp.OwnedEntity is null)
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{
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Log.Error($"{ToPrettyString(mind)} does not have an OwnedEntity!");
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_adminLogger.Add(LogType.Mind,
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LogImpact.Medium,
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$"Role Type of {ToPrettyString(mind)} changed to {roleTypeId}");
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return;
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}
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_adminLogger.Add(LogType.Mind,
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LogImpact.High,
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$"Role Type of {ToPrettyString(comp.OwnedEntity)} changed to {roleTypeId}");
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}
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/// <summary>
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/// Removes all instances of a specific role from this mind.
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/// </summary>
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/// <param name="mind">The mind to remove the role from.</param>
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/// <typeparam name="T">The type of the role to remove.</typeparam>
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/// <returns>Returns false if the role did not exist. True if successful</returns>>
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public bool MindRemoveRole<T>(Entity<MindComponent?> mind) where T : IComponent
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{
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if (typeof(T) == typeof(MindRoleComponent))
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throw new InvalidOperationException();
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if (!Resolve(mind.Owner, ref mind.Comp))
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return false;
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var found = false;
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var delete = new List<EntityUid>();
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foreach (var role in mind.Comp.MindRoles)
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{
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if (!HasComp<T>(role))
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continue;
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if (!HasComp<MindRoleComponent>(role))
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{
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Log.Error($"Encountered mind role entity {ToPrettyString(role)} without a {nameof(MindRoleComponent)}");
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continue;
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}
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delete.Add(role);
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found = true;
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}
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if (!found)
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return false;
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foreach (var role in delete)
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{
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_entityManager.DeleteEntity(role);
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}
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var update = MindRolesUpdate(mind);
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var message = new RoleRemovedEvent(mind.Owner, mind.Comp, update);
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RaiseLocalEvent(mind, message, true);
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_adminLogger.Add(LogType.Mind,
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LogImpact.Low,
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$"All roles of type '{typeof(T).Name}' removed from mind of {ToPrettyString(mind.Comp.OwnedEntity)}");
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return true;
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}
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// Removing the mind role's reference on component shutdown
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// to make sure the reference gets removed even if the mind role entity was deleted by outside code
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private void OnComponentShutdown(Entity<MindRoleComponent> ent, ref ComponentShutdown args)
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{
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//TODO: Just ensure that the tests don't spawn unassociated mind role entities
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if (ent.Comp.Mind.Comp is null)
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return;
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ent.Comp.Mind.Comp.MindRoles.Remove(ent.Owner);
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}
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/// <summary>
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/// Finds and removes all mind roles of a specific type
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/// </summary>
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/// <param name="mindId">The mind entity</param>
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/// <typeparam name="T">The type of the role to remove.</typeparam>
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/// <returns>True if the role existed and was removed</returns>
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public bool MindTryRemoveRole<T>(EntityUid mindId) where T : IComponent
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{
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if (typeof(T) == typeof(MindRoleComponent))
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return false;
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if (MindRemoveRole<T>(mindId))
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return true;
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Log.Warning($"Failed to remove role {typeof(T)} from {ToPrettyString(mindId)} : mind does not have role ");
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return false;
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}
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/// <summary>
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/// Finds the first mind role of a specific T type on a mind entity.
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/// Outputs entity components for the mind role's MindRoleComponent and for T
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/// </summary>
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/// <param name="mind">The mind entity</param>
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/// <typeparam name="T">The type of the role to find.</typeparam>
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/// <param name="role">The Mind Role entity component</param>
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/// <returns>True if the role is found</returns>
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public bool MindHasRole<T>(Entity<MindComponent?> mind,
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[NotNullWhen(true)] out Entity<MindRoleComponent, T>? role) where T : IComponent
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{
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role = null;
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if (!Resolve(mind.Owner, ref mind.Comp))
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return false;
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foreach (var roleEnt in mind.Comp.MindRoles)
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{
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if (!TryComp(roleEnt, out T? tcomp))
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continue;
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if (!TryComp(roleEnt, out MindRoleComponent? roleComp))
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{
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Log.Error($"Encountered mind role entity {ToPrettyString(roleEnt)} without a {nameof(MindRoleComponent)}");
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continue;
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}
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role = (roleEnt, roleComp, tcomp);
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return true;
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}
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return false;
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}
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/// <summary>
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/// Finds the first mind role of a specific type on a mind entity.
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/// Outputs an entity component for the mind role's MindRoleComponent
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/// </summary>
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/// <param name="mindId">The mind entity</param>
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/// <param name="type">The Type to look for</param>
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/// <param name="role">The output role</param>
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/// <returns>True if the role is found</returns>
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public bool MindHasRole(EntityUid mindId,
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Type type,
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[NotNullWhen(true)] out Entity<MindRoleComponent>? role)
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{
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role = null;
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// All MindRoles have this component, it would just return the first one.
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// Order might not be what is expected.
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// Better to report null
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if (type == Type.GetType("MindRoleComponent"))
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{
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Log.Error($"Something attempted to query mind role 'MindRoleComponent' on mind {mindId}. This component is present on every single mind role.");
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return false;
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}
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if (!TryComp<MindComponent>(mindId, out var mind))
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return false;
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var found = false;
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foreach (var roleEnt in mind.MindRoles)
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{
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if (!HasComp(roleEnt, type))
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continue;
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if (!TryComp(roleEnt, out MindRoleComponent? roleComp))
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{
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Log.Error($"Encountered mind role entity {ToPrettyString(roleEnt)} without a {nameof(MindRoleComponent)}");
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continue;
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}
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role = (roleEnt, roleComp);
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found = true;
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break;
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}
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return found;
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}
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/// <summary>
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/// Finds the first mind role of a specific type on a mind entity.
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/// </summary>
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/// <param name="mindId">The mind entity</param>
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/// <typeparam name="T">The type of the role to find.</typeparam>
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/// <returns>True if the role is found</returns>
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public bool MindHasRole<T>(EntityUid mindId) where T : IComponent
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{
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return MindHasRole<T>(mindId, out _);
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}
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//TODO: Delete this later
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/// <summary>
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/// Returns the first mind role of a specific type
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/// </summary>
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/// <param name="mindId">The mind entity</param>
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/// <returns>Entity Component of the mind role</returns>
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[Obsolete("Use MindHasRole's output value")]
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public Entity<MindRoleComponent>? MindGetRole<T>(EntityUid mindId) where T : IComponent
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{
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Entity<MindRoleComponent>? result = null;
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var mind = Comp<MindComponent>(mindId);
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foreach (var uid in mind.MindRoles)
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{
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if (HasComp<T>(uid) && TryComp<MindRoleComponent>(uid, out var comp))
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result = (uid,comp);
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}
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return result;
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}
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/// <summary>
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/// Reads all Roles of a mind Entity and returns their data as RoleInfo
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/// </summary>
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/// <param name="mind">The mind entity</param>
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/// <returns>RoleInfo list</returns>
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public List<RoleInfo> MindGetAllRoleInfo(Entity<MindComponent?> mind)
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{
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var roleInfo = new List<RoleInfo>();
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if (!Resolve(mind.Owner, ref mind.Comp))
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return roleInfo;
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foreach (var role in mind.Comp.MindRoles)
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{
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var valid = false;
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var name = "game-ticker-unknown-role";
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var prototype = "";
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string? playTimeTracker = null;
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if (!TryComp(role, out MindRoleComponent? comp))
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{
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Log.Error($"Encountered mind role entity {ToPrettyString(role)} without a {nameof(MindRoleComponent)}");
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continue;
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}
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if (comp.AntagPrototype is not null)
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prototype = comp.AntagPrototype;
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if (comp.JobPrototype is not null && comp.AntagPrototype is null)
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{
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prototype = comp.JobPrototype;
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if (_prototypes.TryIndex(comp.JobPrototype, out var job))
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{
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playTimeTracker = job.PlayTimeTracker;
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name = job.Name;
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valid = true;
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}
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else
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{
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Log.Error($" Mind Role Prototype '{role.Id}' contains invalid Job prototype: '{comp.JobPrototype}'");
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}
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}
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else if (comp.AntagPrototype is not null && comp.JobPrototype is null)
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{
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prototype = comp.AntagPrototype;
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if (_prototypes.TryIndex(comp.AntagPrototype, out var antag))
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{
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name = antag.Name;
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valid = true;
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}
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else
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{
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Log.Error($" Mind Role Prototype '{role.Id}' contains invalid Antagonist prototype: '{comp.AntagPrototype}'");
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|
}
|
|
}
|
|
else if (comp.JobPrototype is not null && comp.AntagPrototype is not null)
|
|
{
|
|
Log.Error($" Mind Role Prototype '{role.Id}' contains both Job and Antagonist prototypes");
|
|
}
|
|
|
|
if (valid)
|
|
roleInfo.Add(new RoleInfo(name, comp.Antag, playTimeTracker, prototype));
|
|
}
|
|
return roleInfo;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Does this mind possess an antagonist role
|
|
/// </summary>
|
|
/// <param name="mindId">The mind entity</param>
|
|
/// <returns>True if the mind possesses any antag roles</returns>
|
|
public bool MindIsAntagonist(EntityUid? mindId)
|
|
{
|
|
if (mindId is null)
|
|
return false;
|
|
|
|
return CheckAntagonistStatus(mindId.Value).Antag;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Does this mind possess an exclusive antagonist role
|
|
/// </summary>
|
|
/// <param name="mindId">The mind entity</param>
|
|
/// <returns>True if the mind possesses any exclusive antag roles</returns>
|
|
public bool MindIsExclusiveAntagonist(EntityUid? mindId)
|
|
{
|
|
if (mindId is null)
|
|
return false;
|
|
|
|
return CheckAntagonistStatus(mindId.Value).ExclusiveAntag;
|
|
}
|
|
|
|
private (bool Antag, bool ExclusiveAntag) CheckAntagonistStatus(Entity<MindComponent?> mind)
|
|
{
|
|
if (!Resolve(mind.Owner, ref mind.Comp))
|
|
return (false, false);
|
|
|
|
var antagonist = false;
|
|
var exclusiveAntag = false;
|
|
foreach (var role in mind.Comp.MindRoles)
|
|
{
|
|
if (!TryComp<MindRoleComponent>(role, out var roleComp))
|
|
{
|
|
Log.Error($"Mind Role Entity {ToPrettyString(role)} does not have a MindRoleComponent, despite being listed as a role belonging to {ToPrettyString(mind)}|");
|
|
continue;
|
|
}
|
|
|
|
antagonist |= roleComp.Antag;
|
|
exclusiveAntag |= roleComp.ExclusiveAntag;
|
|
}
|
|
|
|
return (antagonist, exclusiveAntag);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Play a sound for the mind, if it has a session attached.
|
|
/// Use this for role greeting sounds.
|
|
/// </summary>
|
|
public void MindPlaySound(EntityUid mindId, SoundSpecifier? sound, MindComponent? mind = null)
|
|
{
|
|
if (Resolve(mindId, ref mind) && mind.Session != null)
|
|
_audio.PlayGlobal(sound, mind.Session);
|
|
}
|
|
|
|
// TODO ROLES Change to readonly.
|
|
// Passing around a reference to a prototype's hashset makes me uncomfortable because it might be accidentally
|
|
// mutated.
|
|
public HashSet<JobRequirement>? GetJobRequirement(JobPrototype job)
|
|
{
|
|
if (_requirementOverride != null && _requirementOverride.Jobs.TryGetValue(job.ID, out var req))
|
|
return req;
|
|
|
|
return job.Requirements;
|
|
}
|
|
|
|
// TODO ROLES Change to readonly.
|
|
public HashSet<JobRequirement>? GetJobRequirement(ProtoId<JobPrototype> job)
|
|
{
|
|
if (_requirementOverride != null && _requirementOverride.Jobs.TryGetValue(job, out var req))
|
|
return req;
|
|
|
|
return _prototypes.Index(job).Requirements;
|
|
}
|
|
|
|
// TODO ROLES Change to readonly.
|
|
public HashSet<JobRequirement>? GetAntagRequirement(ProtoId<AntagPrototype> antag)
|
|
{
|
|
if (_requirementOverride != null && _requirementOverride.Antags.TryGetValue(antag, out var req))
|
|
return req;
|
|
|
|
return _prototypes.Index(antag).Requirements;
|
|
}
|
|
|
|
// TODO ROLES Change to readonly.
|
|
public HashSet<JobRequirement>? GetAntagRequirement(AntagPrototype antag)
|
|
{
|
|
if (_requirementOverride != null && _requirementOverride.Antags.TryGetValue(antag.ID, out var req))
|
|
return req;
|
|
|
|
return antag.Requirements;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Raised on the client to update Role Type on the character window, in case it happened to be open.
|
|
/// </summary>
|
|
[Serializable, NetSerializable]
|
|
public sealed class MindRoleTypeChangedEvent : EntityEventArgs
|
|
{
|
|
|
|
}
|