* Added codeword highlighting * Updated to support more codeword roles, color is set serverside * Review feedback * Change to a Component-based system using SessionSpecific * Tidied up CanGetState, set Access restrictions on component * Clean-up * Makes the injection ignore brackets, restore some codewords, remove "Taste/Touch" from adjectives
50 lines
1.7 KiB
C#
50 lines
1.7 KiB
C#
using Content.Shared.Mind;
|
|
using Robust.Shared.GameStates;
|
|
using Robust.Shared.Player;
|
|
|
|
namespace Content.Shared.Roles.RoleCodeword;
|
|
|
|
public abstract class SharedRoleCodewordSystem : EntitySystem
|
|
{
|
|
[Dependency] private readonly SharedMindSystem _mindSystem = default!;
|
|
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
|
|
SubscribeLocalEvent<RoleCodewordComponent, ComponentGetStateAttemptEvent>(OnCodewordCompGetStateAttempt);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Determines if a codeword component should be sent to the client.
|
|
/// </summary>
|
|
private void OnCodewordCompGetStateAttempt(EntityUid uid, RoleCodewordComponent comp, ref ComponentGetStateAttemptEvent args)
|
|
{
|
|
args.Cancelled = !CanGetState(args.Player, comp);
|
|
}
|
|
|
|
/// <summary>
|
|
/// The criteria that determine whether a codeword component should be sent to a client.
|
|
/// Sends the component if its owner is the player mind.
|
|
/// </summary>
|
|
/// <param name="player"> The Player the component will be sent to.</param>
|
|
/// <param name="comp"> The component being checked against</param>
|
|
/// <returns></returns>
|
|
private bool CanGetState(ICommonSession? player, RoleCodewordComponent comp)
|
|
{
|
|
if (!_mindSystem.TryGetMind(player, out EntityUid mindId, out var _))
|
|
return false;
|
|
|
|
if (!TryComp(mindId, out RoleCodewordComponent? playerComp) && comp != playerComp)
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
public void SetRoleCodewords(RoleCodewordComponent comp, string key, List<string> codewords, Color color)
|
|
{
|
|
var data = new CodewordsData(color, codewords);
|
|
comp.RoleCodewords[key] = data;
|
|
}
|
|
}
|