110 lines
3.3 KiB
C#
110 lines
3.3 KiB
C#
using Content.Server.Chat.Managers;
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using Content.Shared.Chat;
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using Content.Shared.Mind;
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using Content.Shared.Roles;
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using Robust.Shared.Prototypes;
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namespace Content.Server.Roles;
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public sealed class RoleSystem : SharedRoleSystem
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{
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[Dependency] private readonly IChatManager _chat = default!;
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[Dependency] private readonly IPrototypeManager _proto = default!;
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public string? MindGetBriefing(EntityUid? mindId)
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{
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if (mindId == null)
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{
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Log.Error($"MingGetBriefing failed for mind {mindId}");
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return null;
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}
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TryComp<MindComponent>(mindId.Value, out var mindComp);
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if (mindComp is null)
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{
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Log.Error($"MingGetBriefing failed for mind {mindId}");
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return null;
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}
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var ev = new GetBriefingEvent();
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// This is on the event because while this Entity<T> is also present on every Mind Role Entity's MindRoleComp
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// getting to there from a GetBriefing event subscription can be somewhat boilerplate
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// and this needs to be looked up for the event anyway so why calculate it again later
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ev.Mind = (mindId.Value, mindComp);
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// Briefing is no longer raised on the mind entity itself
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// because all the components that briefings subscribe to should be on Mind Role Entities
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foreach (var role in mindComp.MindRoleContainer.ContainedEntities)
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{
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RaiseLocalEvent(role, ref ev);
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}
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return ev.Briefing;
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}
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public void RoleUpdateMessage(MindComponent mind)
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{
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if (!Player.TryGetSessionById(mind.UserId, out var session))
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return;
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if (!_proto.TryIndex(mind.RoleType, out var proto))
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return;
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var roleText = Loc.GetString(proto.Name);
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var color = proto.Color;
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//TODO add audio? Would need to be optional so it does not play on role changes that already come with their own audio
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// _audio.PlayGlobal(Sound, session);
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var message = Loc.GetString("role-type-update-message", ("color", color), ("role", roleText));
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var wrappedMessage = Loc.GetString("chat-manager-server-wrap-message", ("message", message));
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_chat.ChatMessageToOne(ChatChannel.Server,
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message,
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wrappedMessage,
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default,
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false,
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session.Channel);
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}
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}
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/// <summary>
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/// Event raised on the mind to get its briefing.
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/// Handlers can either replace or append to the briefing, whichever is more appropriate.
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/// </summary>
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[ByRefEvent]
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public sealed class GetBriefingEvent
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{
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/// <summary>
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/// The text that will be shown on the Character Screen
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/// </summary>
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public string? Briefing;
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/// <summary>
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/// The Mind to whose Mind Role Entities the briefing is sent to
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/// </summary>
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public Entity<MindComponent> Mind;
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public GetBriefingEvent(string? briefing = null)
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{
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Briefing = briefing;
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}
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/// <summary>
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/// If there is no briefing, sets it to the string.
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/// If there is a briefing, adds a new line to separate it from the appended string.
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/// </summary>
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public void Append(string text)
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{
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if (Briefing == null)
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{
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Briefing = text;
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}
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else
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{
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Briefing += "\n" + text;
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}
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}
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}
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