Implement traits system (#10693)
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@@ -27,6 +27,7 @@ namespace Content.Server.Database
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.Preference
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.Include(p => p.Profiles).ThenInclude(h => h.Jobs)
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.Include(p => p.Profiles).ThenInclude(h => h.Antags)
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.Include(p => p.Profiles).ThenInclude(h => h.Traits)
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.AsSingleQuery()
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.SingleOrDefaultAsync(p => p.UserId == userId.UserId);
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@@ -156,6 +157,7 @@ namespace Content.Server.Database
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{
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var jobs = profile.Jobs.ToDictionary(j => j.JobName, j => (JobPriority) j.Priority);
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var antags = profile.Antags.Select(a => a.AntagName);
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var traits = profile.Traits.Select(t => t.TraitName);
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var sex = Sex.Male;
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if (Enum.TryParse<Sex>(profile.Sex, true, out var sexVal))
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@@ -211,7 +213,8 @@ namespace Content.Server.Database
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backpack,
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jobs,
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(PreferenceUnavailableMode) profile.PreferenceUnavailable,
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antags.ToList()
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antags.ToList(),
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traits.ToList()
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);
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}
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@@ -254,6 +257,10 @@ namespace Content.Server.Database
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humanoid.AntagPreferences
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.Select(a => new Antag {AntagName = a})
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);
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entity.Traits.AddRange(
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humanoid.TraitPreferences
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.Select(t => new Trait {TraitName = t})
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);
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return entity;
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}
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@@ -160,9 +160,6 @@ namespace Content.Server.Nutrition.Components
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{
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_currentHunger -= frametime * ActualDecayRate;
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UpdateCurrentThreshold();
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if (_currentHungerThreshold != HungerThreshold.Dead)
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return;
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}
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private void UpdateCurrentThreshold()
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@@ -1,12 +1,8 @@
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using Content.Server.Nutrition.Components;
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using JetBrains.Annotations;
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using Robust.Shared.Random;
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using Content.Shared.MobState.Components;
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using Content.Shared.Movement.Components;
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using Content.Shared.Alert;
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using Content.Server.Administration.Logs;
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using Content.Shared.Database;
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using Content.Shared.Damage;
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using Content.Shared.Movement.Systems;
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namespace Content.Server.Nutrition.EntitySystems
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@@ -43,6 +39,7 @@ namespace Content.Server.Nutrition.EntitySystems
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private void OnRefreshMovespeed(EntityUid uid, ThirstComponent component, RefreshMovementSpeedModifiersEvent args)
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{
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// TODO: This should really be taken care of somewhere else
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if (_jetpack.IsUserFlying(component.Owner))
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return;
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40
Content.Server/Traits/TraitSystem.cs
Normal file
40
Content.Server/Traits/TraitSystem.cs
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@@ -0,0 +1,40 @@
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using Content.Server.GameTicking;
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using Content.Shared.Traits;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.Manager;
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namespace Content.Server.Traits;
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public sealed class TraitSystem : EntitySystem
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly ISerializationManager _serializationManager = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<PlayerSpawnCompleteEvent>(OnPlayerSpawnComplete);
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}
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// When the player is spawned in, add all trait components selected during character creation
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private void OnPlayerSpawnComplete(PlayerSpawnCompleteEvent args)
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{
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foreach (var traitId in args.Profile.TraitPreferences)
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{
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if (!_prototypeManager.TryIndex<TraitPrototype>(traitId, out var traitPrototype))
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{
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Logger.Warning($"No trait found with ID {traitId}!");
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return;
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}
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// Add all components required by the prototype
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foreach (var entry in traitPrototype.Components.Values)
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{
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var comp = (Component) _serializationManager.Copy(entry.Component);
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comp.Owner = args.Mob;
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EntityManager.AddComponent(args.Mob, comp);
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}
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}
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}
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}
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