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https://github.com/wega-team/ss14-wega.git
synced 2026-02-14 19:30:01 +01:00
Job contraband rework (#33385)
* contraband system rework to allow restriction by job, not just department * Fixing detective trenchcoat inheritance * removing unnecessary using declarations * trying to fix testing error by re-adding diagnostics using declaration * removing unecessary dependency, making allowedJobs nullable * Adding all of slarti's requested changes except for the hacky job icon method fix * removing accidental whitespace * choosing to use the non-localized version because we're comparing the string against the AllowedJobs field, and the contraband classes that fill that field are written in english * removing unneeded using dec, fixing nesting logic problem * didn't remove the old nesting, doing that now * using localized job title and localizing the allowed jobs string, removing usages of JobTitle field. Also networked the _jobTitle field instead. * rewrite some stuff * fixes * fix energy pen --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
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@@ -22,6 +22,8 @@ public sealed partial class IdCardComponent : Component
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[Access(typeof(SharedIdCardSystem), typeof(SharedPdaSystem), typeof(SharedAgentIdCardSystem), Other = AccessPermissions.ReadWrite)]
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public LocId? JobTitle;
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[DataField]
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[AutoNetworkedField]
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private string? _jobTitle;
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[Access(typeof(SharedIdCardSystem), typeof(SharedPdaSystem), typeof(SharedAgentIdCardSystem), Other = AccessPermissions.ReadWriteExecute)]
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@@ -24,5 +24,13 @@ public sealed partial class ContrabandComponent : Component
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/// </summary>
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[DataField]
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[AutoNetworkedField]
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public HashSet<ProtoId<DepartmentPrototype>>? AllowedDepartments = ["Security"];
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public HashSet<ProtoId<DepartmentPrototype>> AllowedDepartments = new();
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/// <summary>
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/// Which jobs is this item restricted to?
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/// If empty, no jobs are allowed to use this beyond the allowed departments.
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/// </summary>
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[DataField]
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[AutoNetworkedField]
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public HashSet<ProtoId<JobPrototype>> AllowedJobs = new();
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}
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@@ -19,8 +19,8 @@ public sealed partial class ContrabandSeverityPrototype : IPrototype
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public LocId ExamineText;
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/// <summary>
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/// When examining the contraband, should this take into account the viewer's departments?
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/// When examining the contraband, should this take into account the viewer's departments and job?
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/// </summary>
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[DataField]
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public bool ShowDepartments;
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public bool ShowDepartmentsAndJobs;
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}
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@@ -40,6 +40,7 @@ public sealed class ContrabandSystem : EntitySystem
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contraband.Severity = other.Severity;
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contraband.AllowedDepartments = other.AllowedDepartments;
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contraband.AllowedJobs = other.AllowedJobs;
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Dirty(uid, contraband);
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}
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@@ -54,11 +55,15 @@ public sealed class ContrabandSystem : EntitySystem
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using (args.PushGroup(nameof(ContrabandComponent)))
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{
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// TODO shouldn't department prototypes have a localized name instead of just using the ID for this?
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var localizedDepartments = ent.Comp.AllowedDepartments.Select(p => Loc.GetString($"department-{p.Id}"));
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var localizedJobs = ent.Comp.AllowedJobs.Select(p => _proto.Index(p).LocalizedName);
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var severity = _proto.Index(ent.Comp.Severity);
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if (severity.ShowDepartments && ent.Comp is { AllowedDepartments: not null })
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if (severity.ShowDepartmentsAndJobs)
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{
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// TODO shouldn't department prototypes have a localized name instead of just using the ID for this?
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var list = ContentLocalizationManager.FormatList(ent.Comp.AllowedDepartments.Select(p => Loc.GetString($"department-{p.Id}")).ToList());
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//creating a combined list of jobs and departments for the restricted text
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var list = ContentLocalizationManager.FormatList(localizedDepartments.Concat(localizedJobs).ToList());
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// department restricted text
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args.PushMarkup(Loc.GetString("contraband-examine-text-Restricted-department", ("departments", list)));
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@@ -69,23 +74,30 @@ public sealed class ContrabandSystem : EntitySystem
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}
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// text based on ID card
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List<ProtoId<DepartmentPrototype>>? departments = null;
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List<ProtoId<DepartmentPrototype>> departments = new();
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var jobId = "";
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if (_id.TryFindIdCard(args.Examiner, out var id))
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{
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departments = id.Comp.JobDepartments;
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if (id.Comp.LocalizedJobTitle is not null)
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{
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jobId = id.Comp.LocalizedJobTitle;
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}
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}
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// either its fully restricted, you have no departments, or your departments dont intersect with the restricted departments
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if (ent.Comp.AllowedDepartments is null
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|| departments is null
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|| !departments.Intersect(ent.Comp.AllowedDepartments).Any())
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// for the jobs we compare the localized string in case you use an agent ID or custom job name that is not a prototype
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if (departments.Intersect(ent.Comp.AllowedDepartments).Any()
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|| localizedJobs.Contains(jobId))
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{
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args.PushMarkup(Loc.GetString("contraband-examine-text-avoid-carrying-around"));
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return;
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// you are allowed to use this!
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args.PushMarkup(Loc.GetString("contraband-examine-text-in-the-clear"));
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}
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else
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{
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// straight to jail!
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args.PushMarkup(Loc.GetString("contraband-examine-text-avoid-carrying-around"));
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}
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// otherwise fine to use :tm:
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args.PushMarkup(Loc.GetString("contraband-examine-text-in-the-clear"));
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}
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}
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}
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@@ -542,7 +542,7 @@
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# Belts without visualizers
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- type: entity
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parent: [ClothingBeltAmmoProviderBase, BaseRestrictedContraband]
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parent: [ClothingBeltAmmoProviderBase, BaseSecurityBartenderContraband]
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id: ClothingBeltBandolier
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name: bandolier
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description: A bandolier for holding shotgun ammunition.
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@@ -226,7 +226,7 @@
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- EncryptionKeyCommon
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- type: entity
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parent: [ClothingHeadset, BaseRestrictedContraband]
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parent: [ClothingHeadset, BaseSecurityLawyerContraband]
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id: ClothingHeadsetSecurity
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name: security headset
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description: This is used by your elite security force.
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@@ -1,11 +1,12 @@
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# Numbers for armor here largely taken from /tg/.
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# NOTE: Half of the kind of armor you're probably thinking of is in vests.yml. These should probably be merged some day.
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#Basic armor vest
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#Basic armor vest for inheritance
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- type: entity
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parent: [ClothingOuterBaseMedium, AllowSuitStorageClothing, BaseRestrictedContraband]
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id: ClothingOuterArmorBasic
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id: ClothingOuterArmorBase
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name: armor vest
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abstract: true
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description: A standard Type I armored vest that provides decent protection against most types of damage.
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components:
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- type: Sprite
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@@ -22,6 +23,11 @@
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- type: ExplosionResistance
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damageCoefficient: 0.90
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#Standard armor vest, allowed for security and bartenders
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- type: entity
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parent: [ BaseSecurityBartenderContraband, ClothingOuterArmorBase]
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id: ClothingOuterArmorBasic
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#Alternate / slim basic armor vest
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- type: entity
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parent: ClothingOuterArmorBasic
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@@ -58,7 +64,7 @@
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- type: GroupExamine
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- type: entity
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parent: ClothingOuterArmorBasic
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parent: ClothingOuterArmorBase
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id: ClothingOuterArmorBulletproof
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name: bulletproof vest
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description: A Type III heavy bulletproof vest that excels in protecting the wearer against traditional projectile weaponry and explosives to a minor extent.
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@@ -78,7 +84,7 @@
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damageCoefficient: 0.80
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- type: entity
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parent: ClothingOuterArmorBasic
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parent: ClothingOuterArmorBase
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id: ClothingOuterArmorReflective
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name: reflective vest
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description: An armored vest with advanced shielding to protect against energy weapons.
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@@ -10,7 +10,7 @@
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sprite: Clothing/OuterClothing/Coats/bomber.rsi
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- type: entity
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parent: [ClothingOuterStorageBase, AllowSuitStorageClothing, ClothingOuterArmorBasic]
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parent: [ClothingOuterStorageBase, AllowSuitStorageClothing, ClothingOuterArmorBase]
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id: ClothingOuterCoatDetective
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name: detective trenchcoat
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description: An 18th-century multi-purpose trenchcoat. Someone who wears this means serious business.
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@@ -42,7 +42,7 @@
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#Detective's vest
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- type: entity
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parent: [ClothingOuterArmorBasic, BaseRestrictedContraband]
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parent: [ClothingOuterArmorBase, BaseRestrictedContraband]
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id: ClothingOuterVestDetective
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name: detective's vest
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description: A hard-boiled private investigator's armored vest.
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@@ -104,7 +104,7 @@
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sprite: Clothing/Shoes/Specific/cult.rsi
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- type: entity
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parent: ClothingShoesBase
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parent: [ ClothingShoesBase, BaseJanitorContraband ]
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id: ClothingShoesGaloshes
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name: galoshes
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description: Rubber boots.
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@@ -170,7 +170,7 @@
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- state: robotics_label
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- type: entity
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parent: [ EncryptionKey, BaseSecurityContraband ]
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parent: [ EncryptionKey, BaseSecurityLawyerContraband ]
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id: EncryptionKeySecurity
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name: security encryption key
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description: An encryption key used by security.
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@@ -22,7 +22,7 @@
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- type: entity
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id: ShellShotgunBeanbag
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name: shell (.50 beanbag)
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parent: BaseShellShotgun
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parent: [ BaseShellShotgun, BaseSecurityBartenderContraband ]
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components:
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- type: Tag
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tags:
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@@ -55,7 +55,7 @@
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- type: entity
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id: ShellShotgunFlare
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name: shell (.50 flare)
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parent: BaseShellShotgun
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parent: [ BaseShellShotgun, BaseSecurityBartenderContraband ]
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components:
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- type: Tag
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tags:
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@@ -103,7 +103,7 @@
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- type: entity
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name: double-barreled shotgun
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parent: [BaseWeaponShotgun, BaseGunWieldable, BaseMinorContraband]
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parent: [BaseWeaponShotgun, BaseGunWieldable, BaseSecurityBartenderContraband]
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id: WeaponShotgunDoubleBarreled
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description: An immortal classic. Uses .50 shotgun shells.
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components:
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@@ -181,7 +181,7 @@
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- type: entity
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name: sawn-off shotgun
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parent: BaseWeaponShotgun
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parent: [ BaseWeaponShotgun, BaseSecurityBartenderContraband ]
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id: WeaponShotgunSawn
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description: Groovy! Uses .50 shotgun shells.
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components:
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@@ -194,7 +194,6 @@
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doAfterDuration: 4.0
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- type: Contraband
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severity: Syndicate
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allowedDepartments: null
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- type: Sprite
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sprite: Objects/Weapons/Melee/e_dagger.rsi
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layers:
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@@ -5,8 +5,6 @@
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components:
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- type: Contraband
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severity: Syndicate
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# no one should be carrying this around visibly!
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allowedDepartments: null
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# minor contraband not departmentally restricted -- improvised weapons etc
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- type: entity
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@@ -15,8 +13,6 @@
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components:
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- type: Contraband
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severity: Minor
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# according to space law no dept is authorized to have
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allowedDepartments: null
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# major contraband, for things like guns or weaponry that don't belong to any department and aren't syndicate specific
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- type: entity
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@@ -25,7 +21,6 @@
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components:
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- type: Contraband
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severity: Major
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allowedDepartments: null
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# minor contraband by default restricted to security only
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- type: entity
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@@ -157,6 +152,33 @@
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- type: Contraband
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allowedDepartments: [ Medical, Science ]
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# contraband restricted by job by some degree
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- type: entity
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id: BaseSecurityBartenderContraband
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parent: BaseRestrictedContraband
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abstract: true
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components:
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- type: Contraband
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allowedDepartments: [ Security ]
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allowedJobs: [ Bartender ]
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- type: entity
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id: BaseSecurityLawyerContraband
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parent: BaseRestrictedContraband
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abstract: true
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components:
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- type: Contraband
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allowedDepartments: [ Security ]
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allowedJobs: [ Lawyer ]
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- type: entity
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id: BaseJanitorContraband
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parent: BaseRestrictedContraband
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abstract: true
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components:
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- type: Contraband
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allowedJobs: [ Janitor ]
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# for ~objective items
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- type: entity
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id: BaseGrandTheftContraband
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@@ -14,7 +14,7 @@
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- type: contrabandSeverity
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id: Restricted
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examineText: contraband-examine-text-Restricted
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showDepartments: true
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showDepartmentsAndJobs: true
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# Having this as a regular crew member is considered grand theft. (nuke disk, captain's gear, objective items, etc)
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- type: contrabandSeverity
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