Mega Antag Refactor (#25786)

* Mega Antag Refactor

* last minute delta save

* more workshopping

* more shit

* ok tested this for once

* okkkkk sure

* generic delays for starting rules

* well darn

* nukies partially

* ouagh

* ballin' faded and smonkin wed

* obliterated the diff

* Spread my arms and soak up congratulations

* I've got plenty of love, but nothing to show for it

* but there’s too much sunlight
Shining on my laptop monitor, so I
Can’t see anything with any amount of clarity

* ok this junk

* OOK!

* fubar

* most of sloth's review

* oh boy

* eek

* hell yea!

* ASDFJASDJFvsakcvjkzjnhhhyh
This commit is contained in:
Nemanja
2024-04-24 21:31:45 -04:00
committed by GitHub
parent 771661f478
commit 161fd6c83c
99 changed files with 1931 additions and 2310 deletions

View File

@@ -1,16 +1,17 @@
using Content.Shared.Hands.Components;
using Content.Shared.Hands.EntitySystems;
using Content.Shared.Inventory;
using Content.Shared.Preferences;
using Content.Shared.Roles;
using Content.Shared.Storage;
using Content.Shared.Storage.EntitySystems;
using Robust.Shared.Collections;
using Robust.Shared.Prototypes;
namespace Content.Shared.Station;
public abstract class SharedStationSpawningSystem : EntitySystem
{
[Dependency] protected readonly IPrototypeManager PrototypeManager = default!;
[Dependency] protected readonly InventorySystem InventorySystem = default!;
[Dependency] private readonly SharedHandsSystem _handsSystem = default!;
[Dependency] private readonly SharedStorageSystem _storage = default!;
@@ -21,8 +22,22 @@ public abstract class SharedStationSpawningSystem : EntitySystem
/// </summary>
/// <param name="entity">Entity to load out.</param>
/// <param name="startingGear">Starting gear to use.</param>
public void EquipStartingGear(EntityUid entity, StartingGearPrototype startingGear)
public void EquipStartingGear(EntityUid entity, ProtoId<StartingGearPrototype>? startingGear)
{
PrototypeManager.TryIndex(startingGear, out var gearProto);
EquipStartingGear(entity, gearProto);
}
/// <summary>
/// Equips starting gear onto the given entity.
/// </summary>
/// <param name="entity">Entity to load out.</param>
/// <param name="startingGear">Starting gear to use.</param>
public void EquipStartingGear(EntityUid entity, StartingGearPrototype? startingGear)
{
if (startingGear == null)
return;
if (InventorySystem.TryGetSlots(entity, out var slotDefinitions))
{
foreach (var slot in slotDefinitions)