* some work * equip: done unequip: todo * unequipping done & refactored events * workin * movin * reee namespaces * stun * mobstate * fixes * some work on events * removes serverside itemcomp & misc fixes * work * smol merge fix * ports template to prototype & finishes ui * moves relay & adds containerenumerator * actions & cuffs * my god what is actioncode * more fixes * im loosing my grasp on reality * more fixes * more work * explosions * yes * more work * more fixes * merge master & misc fixed because i forgot to commit before merging master * more fixes * fixes * moar * more work * moar fixes * suffixmap * more work on client * motivation low * no. no containers * mirroring client to server * fixes * move serverinvcomp * serverinventorycomponent is dead * gaming * only strippable & ai left... * only ai and richtext left * fixes ai * fixes * fixes sprite layers * more fixes * resolves optional * yes * stable™️ * fixes * moar fixes * moar * fix some tests * lmao * no comment * good to merge™️ * fixes build but for real * adresses some reviews * adresses some more reviews * nullables, yo * fixes lobbyscreen * timid refactor to differentiate actor & target * adresses more reviews * more * my god what a mess * removed the rest of duplicates * removed duplicate slotflags and renamed shoes to feet * removes another unused one * yes * fixes lobby & makes tryunequip return unequipped item * fixes * some funny renames * fixes * misc improvements to attemptevents * fixes * merge fixes Co-authored-by: Paul Ritter <ritter.paul1@gmail.com>
132 lines
4.9 KiB
C#
132 lines
4.9 KiB
C#
using Content.Shared.Hands.Components;
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using Content.Shared.Inventory;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Localization;
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using System.Diagnostics.CodeAnalysis;
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using Content.Shared.Access.Components;
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using Content.Shared.Access.Systems;
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using Content.Shared.PDA;
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using Robust.Shared.IoC;
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namespace Content.Server.Access.Systems
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{
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public class IdCardSystem : SharedIdCardSystem
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{
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[Dependency] private readonly InventorySystem _inventorySystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<IdCardComponent, ComponentInit>(OnInit);
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}
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private void OnInit(EntityUid uid, IdCardComponent id, ComponentInit args)
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{
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id.OriginalOwnerName ??= EntityManager.GetComponent<MetaDataComponent>(id.Owner).EntityName;
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UpdateEntityName(uid, id);
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}
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public bool TryChangeJobTitle(EntityUid uid, string jobTitle, IdCardComponent? id = null)
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{
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if (!Resolve(uid, ref id))
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return false;
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// TODO: Whenever we get admin logging these should be logged
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if (jobTitle.Length > SharedIdCardConsoleComponent.MaxJobTitleLength)
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jobTitle = jobTitle[..SharedIdCardConsoleComponent.MaxJobTitleLength];
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id.JobTitle = jobTitle;
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UpdateEntityName(uid, id);
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return true;
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}
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public bool TryChangeFullName(EntityUid uid, string fullName, IdCardComponent? id = null)
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{
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if (!Resolve(uid, ref id))
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return false;
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if (fullName.Length > SharedIdCardConsoleComponent.MaxFullNameLength)
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fullName = fullName[..SharedIdCardConsoleComponent.MaxFullNameLength];
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id.FullName = fullName;
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UpdateEntityName(uid, id);
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return true;
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}
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/// <summary>
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/// Changes the <see cref="Entity.Name"/> of <see cref="Component.Owner"/>.
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/// </summary>
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/// <remarks>
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/// If either <see cref="FullName"/> or <see cref="JobTitle"/> is empty, it's replaced by placeholders.
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/// If both are empty, the original entity's name is restored.
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/// </remarks>
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private void UpdateEntityName(EntityUid uid, IdCardComponent? id = null)
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{
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if (!Resolve(uid, ref id))
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return;
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if (string.IsNullOrWhiteSpace(id.FullName) && string.IsNullOrWhiteSpace(id.JobTitle))
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{
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EntityManager.GetComponent<MetaDataComponent>(id.Owner).EntityName = id.OriginalOwnerName;
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return;
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}
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var jobSuffix = string.IsNullOrWhiteSpace(id.JobTitle) ? string.Empty : $" ({id.JobTitle})";
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var val = string.IsNullOrWhiteSpace(id.FullName)
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? Loc.GetString("access-id-card-component-owner-name-job-title-text",
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("originalOwnerName", id.OriginalOwnerName),
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("jobSuffix", jobSuffix))
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: Loc.GetString("access-id-card-component-owner-full-name-job-title-text",
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("fullName", id.FullName),
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("jobSuffix", jobSuffix));
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EntityManager.GetComponent<MetaDataComponent>(id.Owner).EntityName = val;
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}
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/// <summary>
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/// Attempt to find an ID card on an entity. This will look in the entity itself, in the entity's hands, and
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/// in the entity's inventory.
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/// </summary>
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public bool TryFindIdCard(EntityUid uid, [NotNullWhen(true)] out IdCardComponent? idCard)
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{
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// check held item?
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if (EntityManager.TryGetComponent(uid, out SharedHandsComponent? hands) &&
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hands.TryGetActiveHeldEntity(out var heldItem) &&
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TryGetIdCard(heldItem, out idCard))
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{
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return true;
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}
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// check entity itself
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if (TryGetIdCard(uid, out idCard))
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return true;
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// check inventory slot?
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if (_inventorySystem.TryGetSlotEntity(uid, "id", out var idUid) && TryGetIdCard(idUid.Value, out idCard))
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{
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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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/// Attempt to get an id card component from an entity, either by getting it directly from the entity, or by
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/// getting the contained id from a <see cref="PDAComponent"/>.
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/// </summary>
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public bool TryGetIdCard(EntityUid uid, [NotNullWhen(true)] out IdCardComponent? idCard)
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{
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if (EntityManager.TryGetComponent(uid, out idCard))
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return true;
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if (EntityManager.TryGetComponent(uid, out PDAComponent? pda) && pda.ContainedID != null)
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{
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idCard = pda.ContainedID;
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return true;
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}
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return false;
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}
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}
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}
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