* Misc Job related changes * Add JobTest * A * Aa * Lets not confuse the yaml linter * fixes * a
172 lines
5.5 KiB
C#
172 lines
5.5 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 IPrototypeManager _prototypes = default!;
|
|
[Dependency] private readonly SharedPlayerSystem _playerSystem = default!;
|
|
|
|
[Dependency] private readonly IPrototypeManager _protoManager = 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 _protoManager.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(_protoManager.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 = _protoManager.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 = _protoManager.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)
|
|
{
|
|
return CompOrNull<JobComponent>(mindId)?.Prototype == prototypeId;
|
|
}
|
|
|
|
public bool MindTryGetJob(
|
|
[NotNullWhen(true)] EntityUid? mindId,
|
|
[NotNullWhen(true)] out JobComponent? comp,
|
|
[NotNullWhen(true)] out JobPrototype? prototype)
|
|
{
|
|
comp = null;
|
|
prototype = null;
|
|
|
|
return TryComp(mindId, out comp) &&
|
|
comp.Prototype != null &&
|
|
_prototypes.TryIndex(comp.Prototype, out prototype);
|
|
}
|
|
|
|
public bool MindTryGetJobId([NotNullWhen(true)] EntityUid? mindId, out ProtoId<JobPrototype>? job)
|
|
{
|
|
if (!TryComp(mindId, out JobComponent? comp))
|
|
{
|
|
job = null;
|
|
return false;
|
|
}
|
|
|
|
job = comp.Prototype;
|
|
return true;
|
|
}
|
|
|
|
/// <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 _, 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 _, out var prototype))
|
|
return true;
|
|
|
|
return prototype.CanBeAntag;
|
|
}
|
|
}
|