Files
crystall-punk-14/Content.Server/Traits/TraitSystem.cs
Ed 3409e0f752 Merge remote-tracking branch 'upstream/stable' into ed-15-09-2025-upstream-sync
# Conflicts:
#	.github/CODEOWNERS
#	Content.Client/Overlays/StencilOverlay.cs
#	Content.Server/Chemistry/EntitySystems/InjectorSystem.cs
#	Content.Server/GameTicking/Commands/SetGamePresetCommand.cs
#	Content.Server/Players/PlayTimeTracking/PlayTimeTrackingSystem.cs
#	Content.Shared/Chemistry/EntitySystems/SharedInjectorSystem.cs
#	Content.Shared/Clothing/Components/ClothingComponent.cs
#	Content.Shared/Humanoid/HumanoidCharacterAppearance.cs
#	Content.Shared/Humanoid/SkinColor.cs
#	Resources/Prototypes/Entities/Objects/Consumable/Food/Containers/bowl.yml
2025-09-15 13:50:49 +03:00

70 lines
2.4 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.Resolve<JobPrototype>(args.JobId, out var protoJob) ||
!protoJob.ApplyTraits)
{
return;
}
foreach (var traitId in args.Profile.TraitPreferences)
{
if (!_prototypeManager.TryIndex<TraitPrototype>(traitId, out var traitPrototype))
{
Log.Error($"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);
}
}
}