Улучшения ОБР
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@@ -104,7 +104,7 @@ public sealed class ERTRecruitmentRule : StationEventSystem<ERTRecruitmentRuleCo
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}
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*/
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_recruitment.StartRecruitment(ERTRecruitmentRuleComponent.EventName);
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_recruitment.StartRecruitment(ERTRecruitmentRuleComponent.EventName, component.OverallPlaytime);
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}
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protected override void Ended(EntityUid uid, ERTRecruitmentRuleComponent component, GameRuleComponent gameRule, GameRuleEndedEvent args)
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@@ -16,6 +16,11 @@ public sealed partial class ERTRecruitmentRuleComponent : Component
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/// </summary>
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[DataField] public int MinPlayers = 3;
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/// <summary>
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/// Minimal playtime to be eligible for recruitment.
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/// </summary>
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[DataField] public TimeSpan OverallPlaytime = TimeSpan.FromHours(10);
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public static SoundSpecifier ERTYes = new SoundPathSpecifier("/Audio/Announcements/ert_yes.ogg");
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public static SoundSpecifier ERTNo = new SoundPathSpecifier("/Audio/Announcements/ert_no.ogg");
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@@ -11,6 +11,12 @@ using Robust.Server.GameObjects;
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using Robust.Server.Player;
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using Robust.Shared.Player;
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using Robust.Shared.Random;
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using Content.Shared.Roles;
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using Content.Server.Roles;
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using Content.Shared.Roles.Jobs;
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using Content.Server.Station.Systems;
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using Robust.Shared.Prototypes;
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using Content.Server.Players.PlayTimeTracking;
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namespace Content.Server._White.GhostRecruitment;
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@@ -23,18 +29,26 @@ public sealed class GhostRecruitmentSystem : EntitySystem
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[Dependency] private readonly MindSystem _mind = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly SharedRoleSystem _roleSystem = default!;
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[Dependency] private readonly StationSpawningSystem _spawningSystem = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IPlayTimeTrackingManager _playTimeTracking = default!;
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private readonly Dictionary<ICommonSession, GhostRecruitmentEuiAccept> _openUis = new();
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/// <summary>
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/// starts recruiting ghosts, showing them a menu with a choice to recruit.
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/// </summary>
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/// <param name="recruitmentName">name of recruitment. <see cref="GhostRecruitmentSpawnPointComponent"/></param>
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public void StartRecruitment(string recruitmentName)
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/// <param name="recruitmentName">Name of recruitment. <see cref="GhostRecruitmentSpawnPointComponent"/></param>
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/// <param name="overallPlaytime">Minimal playtime to be eligible for recruitment.</param>
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public void StartRecruitment(string recruitmentName, TimeSpan? overallPlaytime)
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{
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var query = EntityQueryEnumerator<GhostComponent, ActorComponent>();
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while (query.MoveNext(out var uid, out _, out var actorComponent))
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{
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if (overallPlaytime != null && _playTimeTracking.GetOverallPlaytime(actorComponent.PlayerSession) < overallPlaytime)
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continue;
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OpenEui(uid, recruitmentName, actorComponent);
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}
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}
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@@ -121,13 +135,20 @@ public sealed class GhostRecruitmentSystem : EntitySystem
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if (!entityUid.HasValue)
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return;
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var mind = actorComponent.PlayerSession.GetMind();
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var userId = actorComponent.PlayerSession.UserId;
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var entityName = EntityManager.GetComponent<MetaDataComponent>((EntityUid) entityUid).EntityName;
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if (!mind.HasValue)
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return;
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var newMind = _mind.CreateMind(userId, entityName);
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_mind.TransferTo(mind.Value, entityUid.Value);
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_mind.UnVisit(mind.Value);
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var job = new JobComponent { Prototype = component.JobId };
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_roleSystem.MindAddRole(newMind, job);
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_mind.SetUserId(newMind, userId);
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_mind.TransferTo(newMind, entityUid);
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_prototypeManager.TryIndex(job.Prototype, out var jobProto);
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if (jobProto != null)
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_spawningSystem.SetPdaAndIdCardData((EntityUid) entityUid, entityName, jobProto, null);
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}
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private EntityUid? Spawn(EntityUid spawnerUid, GhostRecruitmentSpawnPointComponent? component = null)
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@@ -6,11 +6,14 @@ namespace Content.Shared._White.GhostRecruitment;
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[RegisterComponent]
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public sealed partial class GhostRecruitmentSpawnPointComponent : Component
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{
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[DataField("prototype", customTypeSerializer:typeof(PrototypeIdSerializer<EntityPrototype>),required:true)]
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[DataField("prototype", customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>), required: true)]
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public string EntityPrototype = default!;
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[DataField("recruitmentName")]
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public string RecruitmentName = "default";
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[DataField("priority")] public int Priority = 5;
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[DataField]
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public string JobId = "Passenger";
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}
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@@ -17,6 +17,7 @@
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prototype: RandomHumanoidSpawnerERTLeader
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recruitmentName: ERTRecruitment
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priority: 1
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jobId: ERTLeader
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- type: Sprite
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layers:
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- state: green
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@@ -31,6 +32,7 @@
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prototype: RandomHumanoidSpawnerERTLeaderEVA
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recruitmentName: ERTRecruitment
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priority: 1
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jobId: ERTLeader
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- type: Sprite
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layers:
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- state: green
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@@ -44,6 +46,7 @@
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- type: GhostRecruitmentSpawnPoint
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prototype: RandomHumanoidSpawnerERTJanitor
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recruitmentName: ERTRecruitment
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jobId: ERTJanitor
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- type: Sprite
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layers:
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- state: green
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@@ -57,6 +60,7 @@
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- type: GhostRecruitmentSpawnPoint
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prototype: RandomHumanoidSpawnerERTJanitorEVA
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recruitmentName: ERTRecruitment
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jobId: ERTJanitor
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- type: Sprite
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layers:
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- state: green
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@@ -71,6 +75,7 @@
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prototype: RandomHumanoidSpawnerERTEngineer
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recruitmentName: ERTRecruitment
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priority: 2
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jobId: ERTEngineer
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- type: Sprite
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layers:
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- state: green
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@@ -85,6 +90,7 @@
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prototype: RandomHumanoidSpawnerERTEngineerEVA
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recruitmentName: ERTRecruitment
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priority: 2
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jobId: ERTEngineer
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- type: Sprite
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layers:
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- state: green
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@@ -99,6 +105,7 @@
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prototype: RandomHumanoidSpawnerERTSecurity
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recruitmentName: ERTRecruitment
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priority: 2
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jobId: ERTSecurity
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- type: Sprite
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layers:
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- state: green
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@@ -113,6 +120,7 @@
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prototype: RandomHumanoidSpawnerERTSecurityEVA
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recruitmentName: ERTRecruitment
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priority: 2
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jobId: ERTSecurity
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- type: Sprite
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layers:
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- state: green
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@@ -127,6 +135,7 @@
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prototype: RandomHumanoidSpawnerERTMedical
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recruitmentName: ERTRecruitment
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priority: 2
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jobId: ERTMedical
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- type: Sprite
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layers:
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- state: green
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@@ -141,6 +150,7 @@
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prototype: RandomHumanoidSpawnerERTMedicalEVA
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recruitmentName: ERTRecruitment
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priority: 2
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jobId: ERTMedical
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- type: Sprite
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layers:
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- state: green
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