Files
tbd-station-14/Content.Shared/Roles/Jobs/SharedJobSystem.cs
Leon Friedrich 4e0018697f Add role prototype validation tests (#32801)
* Add role prototype validation test

* Rejig GetPrototypesWithComponent

* More tests n stuff
2024-10-14 14:05:25 +11:00

181 lines
5.6 KiB
C#

using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Content.Shared.Players;
using Content.Shared.Players.PlayTimeTracking;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using Robust.Shared.Utility;
namespace Content.Shared.Roles.Jobs;
/// <summary>
/// Handles the job data on mind entities.
/// </summary>
public abstract class SharedJobSystem : EntitySystem
{
[Dependency] private readonly SharedPlayerSystem _playerSystem = default!;
[Dependency] private readonly IPrototypeManager _prototypes = default!;
[Dependency] private readonly SharedRoleSystem _roles = default!;
private readonly Dictionary<string, string> _inverseTrackerLookup = new();
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<PrototypesReloadedEventArgs>(OnProtoReload);
SetupTrackerLookup();
}
private void OnProtoReload(PrototypesReloadedEventArgs obj)
{
if (obj.WasModified<JobPrototype>())
SetupTrackerLookup();
}
private void SetupTrackerLookup()
{
_inverseTrackerLookup.Clear();
// This breaks if you have N trackers to 1 JobId but future concern.
foreach (var job in _prototypes.EnumeratePrototypes<JobPrototype>())
{
_inverseTrackerLookup.Add(job.PlayTimeTracker, job.ID);
}
}
/// <summary>
/// Gets the corresponding Job Prototype to a <see cref="PlayTimeTrackerPrototype"/>
/// </summary>
/// <param name="trackerProto"></param>
/// <returns></returns>
public string GetJobPrototype(string trackerProto)
{
DebugTools.Assert(_prototypes.HasIndex<PlayTimeTrackerPrototype>(trackerProto));
return _inverseTrackerLookup[trackerProto];
}
/// <summary>
/// Tries to get the first corresponding department for this job prototype.
/// </summary>
public bool TryGetDepartment(string jobProto, [NotNullWhen(true)] out DepartmentPrototype? departmentPrototype)
{
// Not that many departments so we can just eat the cost instead of storing the inverse lookup.
var departmentProtos = _prototypes.EnumeratePrototypes<DepartmentPrototype>().ToList();
departmentProtos.Sort((x, y) => string.Compare(x.ID, y.ID, StringComparison.Ordinal));
foreach (var department in departmentProtos)
{
if (department.Roles.Contains(jobProto))
{
departmentPrototype = department;
return true;
}
}
departmentPrototype = null;
return false;
}
/// <summary>
/// Like <see cref="TryGetDepartment"/> but ignores any non-primary departments.
/// For example, with CE it will return Engineering but with captain it will
/// not return anything, since Command is not a primary department.
/// </summary>
public bool TryGetPrimaryDepartment(string jobProto, [NotNullWhen(true)] out DepartmentPrototype? departmentPrototype)
{
// not sorting it since there should only be 1 primary department for a job.
// this is enforced by the job tests.
var departmentProtos = _prototypes.EnumeratePrototypes<DepartmentPrototype>();
foreach (var department in departmentProtos)
{
if (department.Primary && department.Roles.Contains(jobProto))
{
departmentPrototype = department;
return true;
}
}
departmentPrototype = null;
return false;
}
public bool MindHasJobWithId(EntityUid? mindId, string prototypeId)
{
if (mindId is null)
return false;
_roles.MindHasRole<JobRoleComponent>(mindId.Value, out var role);
if (role is null)
return false;
return role.Value.Comp1.JobPrototype == prototypeId;
}
public bool MindTryGetJob(
[NotNullWhen(true)] EntityUid? mindId,
[NotNullWhen(true)] out JobPrototype? prototype)
{
prototype = null;
MindTryGetJobId(mindId, out var protoId);
return _prototypes.TryIndex(protoId, out prototype) || prototype is not null;
}
public bool MindTryGetJobId(
[NotNullWhen(true)] EntityUid? mindId,
out ProtoId<JobPrototype>? job)
{
job = null;
if (mindId is null)
return false;
if (_roles.MindHasRole<JobRoleComponent>(mindId.Value, out var role))
job = role.Value.Comp1.JobPrototype;
return job is not null;
}
/// <summary>
/// Tries to get the job name for this mind.
/// Returns unknown if not found.
/// </summary>
public bool MindTryGetJobName([NotNullWhen(true)] EntityUid? mindId, out string name)
{
if (MindTryGetJob(mindId, out var prototype))
{
name = prototype.LocalizedName;
return true;
}
name = Loc.GetString("generic-unknown-title");
return false;
}
/// <summary>
/// Tries to get the job name for this mind.
/// Returns unknown if not found.
/// </summary>
public string MindTryGetJobName([NotNullWhen(true)] EntityUid? mindId)
{
MindTryGetJobName(mindId, out var name);
return name;
}
public bool CanBeAntag(ICommonSession player)
{
// If the player does not have any mind associated with them (e.g., has not spawned in or is in the lobby), then
// they are eligible to be given an antag role/entity.
if (_playerSystem.ContentData(player) is not { Mind: { } mindId })
return true;
if (!MindTryGetJob(mindId, out var prototype))
return true;
return prototype.CanBeAntag;
}
}