Files
crystall-punk-14/Content.Server/Traits/TraitSystem.cs
Ed 7a8326d41e Merge remote-tracking branch 'upstream/stable' into ed-08-07-2025-upstream
# Conflicts:
#	Content.Server/Audio/ContentAudioSystem.cs
#	Content.Server/Medical/HealthAnalyzerSystem.cs
#	Content.Server/Shuttles/Systems/ShuttleSystem.cs
#	Resources/Locale/en-US/navmap-beacons/station-beacons.ftl
2025-07-08 00:40:30 +03:00

70 lines
2.5 KiB
C#

using Content.Server.Actions;
using Content.Server.GameTicking;
using Content.Shared.Actions;
using Content.Shared.GameTicking;
using Content.Shared.Hands.Components;
using Content.Shared.Hands.EntitySystems;
using Content.Shared.Roles;
using Content.Shared.Traits;
using Content.Shared.Whitelist;
using Robust.Shared.Prototypes;
namespace Content.Server.Traits;
public sealed class TraitSystem : EntitySystem
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly SharedHandsSystem _sharedHandsSystem = default!;
[Dependency] private readonly EntityWhitelistSystem _whitelistSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<PlayerSpawnCompleteEvent>(OnPlayerSpawnComplete);
}
// When the player is spawned in, add all trait components selected during character creation
private void OnPlayerSpawnComplete(PlayerSpawnCompleteEvent args)
{
// Check if player's job allows to apply traits
if (args.JobId == null ||
!_prototypeManager.TryIndex<JobPrototype>(args.JobId ?? string.Empty, out var protoJob) ||
!protoJob.ApplyTraits)
{
return;
}
foreach (var traitId in args.Profile.TraitPreferences)
{
if (!_prototypeManager.TryIndex<TraitPrototype>(traitId, out var traitPrototype))
{
Log.Warning($"No trait found with ID {traitId}!");
return;
}
if (_whitelistSystem.IsWhitelistFail(traitPrototype.Whitelist, args.Mob) ||
_whitelistSystem.IsBlacklistPass(traitPrototype.Blacklist, args.Mob))
continue;
// Add all components required by the prototype
if (traitPrototype.Components.Count > 0) //CP14 added check
EntityManager.AddComponents(args.Mob, traitPrototype.Components, false);
// Add item required by the trait
if (traitPrototype.TraitGear == null)
continue;
if (!TryComp(args.Mob, out HandsComponent? handsComponent))
continue;
var coords = Transform(args.Mob).Coordinates;
var inhandEntity = Spawn(traitPrototype.TraitGear, coords);
_sharedHandsSystem.TryPickup(args.Mob,
inhandEntity,
checkActionBlocker: false,
handsComp: handsComponent);
}
}
}