Log.Debug($"MakeTraitor {ToPrettyString(traitor)} - did not get traitor briefing");
}
- // Send codewords to only the traitor client
var color = TraitorCodewordColor; // Fall back to a dark red Syndicate color if a prototype is not found
- RoleCodewordComponent codewordComp = EnsureComp<RoleCodewordComponent>(mindId);
- _roleCodewordSystem.SetRoleCodewords(codewordComp, "traitor", factionCodewords.ToList(), color);
+ // The mind entity is stored in nullspace with a PVS override for the owner, so only they can see the codewords.
+ var codewordComp = EnsureComp<RoleCodewordComponent>(mindId);
+ _roleCodewordSystem.SetRoleCodewords((mindId, codewordComp), "traitor", factionCodewords.ToList(), color);
// Change the faction
Log.Debug($"MakeTraitor {ToPrettyString(traitor)} - Change faction");
using Robust.Shared.GameStates;
-using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
namespace Content.Shared.Roles.RoleCodeword;
/// </summary>
[DataField, AutoNetworkedField]
public Dictionary<string, CodewordsData> RoleCodewords = new();
-
- public override bool SessionSpecific => true;
}
[DataDefinition, Serializable, NetSerializable]
-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)
+ public void SetRoleCodewords(Entity<RoleCodewordComponent> ent, string key, List<string> codewords, Color color)
{
var data = new CodewordsData(color, codewords);
- comp.RoleCodewords[key] = data;
+ ent.Comp.RoleCodewords[key] = data;
+ Dirty(ent);
}
}