47 lines
1.6 KiB
C#
47 lines
1.6 KiB
C#
using Content.Server.GameTicking;
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using Content.Shared.Traits;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.Manager;
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namespace Content.Server.Traits;
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public sealed class TraitSystem : EntitySystem
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly ISerializationManager _serializationManager = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<PlayerSpawnCompleteEvent>(OnPlayerSpawnComplete);
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}
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// When the player is spawned in, add all trait components selected during character creation
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private void OnPlayerSpawnComplete(PlayerSpawnCompleteEvent args)
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{
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foreach (var traitId in args.Profile.TraitPreferences)
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{
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if (!_prototypeManager.TryIndex<TraitPrototype>(traitId, out var traitPrototype))
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{
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Logger.Warning($"No trait found with ID {traitId}!");
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return;
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}
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if (traitPrototype.Whitelist != null && !traitPrototype.Whitelist.IsValid(args.Mob))
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continue;
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if (traitPrototype.Blacklist != null && traitPrototype.Blacklist.IsValid(args.Mob))
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continue;
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// Add all components required by the prototype
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foreach (var entry in traitPrototype.Components.Values)
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{
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var comp = (Component) _serializationManager.CreateCopy(entry.Component, notNullableOverride: true);
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comp.Owner = args.Mob;
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EntityManager.AddComponent(args.Mob, comp);
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}
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}
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}
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}
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