Add codeword highlighting (#30092)
* 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
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using Content.Shared.Mind;
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using Robust.Shared.GameStates;
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using Robust.Shared.Player;
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namespace Content.Shared.Roles.RoleCodeword;
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public abstract class SharedRoleCodewordSystem : EntitySystem
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{
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[Dependency] private readonly SharedMindSystem _mindSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<RoleCodewordComponent, ComponentGetStateAttemptEvent>(OnCodewordCompGetStateAttempt);
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}
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/// <summary>
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/// Determines if a codeword component should be sent to the client.
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/// </summary>
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private void OnCodewordCompGetStateAttempt(EntityUid uid, RoleCodewordComponent comp, ref ComponentGetStateAttemptEvent args)
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{
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args.Cancelled = !CanGetState(args.Player, comp);
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}
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/// <summary>
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/// The criteria that determine whether a codeword component should be sent to a client.
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/// Sends the component if its owner is the player mind.
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/// </summary>
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/// <param name="player"> The Player the component will be sent to.</param>
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/// <param name="comp"> The component being checked against</param>
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/// <returns></returns>
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private bool CanGetState(ICommonSession? player, RoleCodewordComponent comp)
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{
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if (!_mindSystem.TryGetMind(player, out EntityUid mindId, out var _))
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return false;
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if (!TryComp(mindId, out RoleCodewordComponent? playerComp) && comp != playerComp)
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return false;
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return true;
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}
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public void SetRoleCodewords(RoleCodewordComponent comp, string key, List<string> codewords, Color color)
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{
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var data = new CodewordsData(color, codewords);
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comp.RoleCodewords[key] = data;
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}
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}
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