Files
tbd-station-14/Content.Server/Roles/RoleSystem.cs
2025-11-13 16:24:28 +00:00

110 lines
3.3 KiB
C#

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