* JobRequirement refactor (#30347) * refactor JobRequirements * add profile support * fix * Update quartermaster.yml * sloth fixes * inport 30208 * Update DepartmentPrototype.cs * species restriction * left tweak stick * stringbuilder is cool! * Add JobRequirementOverride prototypes (#28607) * Add JobRequirementOverride prototypes * a * invert if * Add override that takes in prototypes directly * - fix: Errors. * - add: Add stuff. * - fix: Formatted message fix. * - add: Another requirement. --------- Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com> Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com>
29 lines
1.0 KiB
C#
29 lines
1.0 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using Content.Shared.Players.PlayTimeTracking;
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using Content.Shared.Roles;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Utility;
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namespace Content.Shared.Preferences.Loadouts.Effects;
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/// <summary>
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/// Checks for a job requirement to be met such as playtime.
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/// </summary>
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public sealed partial class JobRequirementLoadoutEffect : LoadoutEffect
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{
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[DataField(required: true)]
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public JobRequirement Requirement = default!;
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public override bool Validate(HumanoidCharacterProfile profile, RoleLoadout loadout, ICommonSession session, IDependencyCollection collection, [NotNullWhen(false)] out FormattedMessage? reason)
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{
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var manager = collection.Resolve<ISharedPlaytimeManager>();
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var playtimes = manager.GetPlayTimes(session);
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return Requirement.Check(collection.Resolve<IEntityManager>(),
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collection.Resolve<IPrototypeManager>(),
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profile,
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playtimes,
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out reason);
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}
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}
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