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- using Content.Shared.Mind;
- using Robust.Shared.GameStates;
- using Robust.Shared.Player;
- namespace Content.Shared.Roles.RoleCodeword;
- public abstract class SharedRoleCodewordSystem : EntitySystem
- {
- [Dependency] private readonly SharedMindSystem _mindSystem = default!;
- public override void Initialize()
- {
- base.Initialize();
- SubscribeLocalEvent<RoleCodewordComponent, ComponentGetStateAttemptEvent>(OnCodewordCompGetStateAttempt);
- }
- /// <summary>
- /// Determines if a codeword component should be sent to the client.
- /// </summary>
- private void OnCodewordCompGetStateAttempt(EntityUid uid, RoleCodewordComponent comp, ref ComponentGetStateAttemptEvent args)
- {
- args.Cancelled = !CanGetState(args.Player, comp);
- }
- /// <summary>
- /// The criteria that determine whether a codeword component should be sent to a client.
- /// Sends the component if its owner is the player mind.
- /// </summary>
- /// <param name="player"> The Player the component will be sent to.</param>
- /// <param name="comp"> The component being checked against</param>
- /// <returns></returns>
- private bool CanGetState(ICommonSession? player, RoleCodewordComponent comp)
- {
- if (!_mindSystem.TryGetMind(player, out EntityUid mindId, out var _))
- return false;
- if (!TryComp(mindId, out RoleCodewordComponent? playerComp) && comp != playerComp)
- return false;
- return true;
- }
- public void SetRoleCodewords(RoleCodewordComponent comp, string key, List<string> codewords, Color color)
- {
- var data = new CodewordsData(color, codewords);
- comp.RoleCodewords[key] = data;
- }
- }
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