Lobby refactor + species loadouts support (#27576)
* Vox stuff * Species loadouts and lobby refactor The control flow for lobby is all over the shop so I pulled it all up from the individual controls so now they handle the bare minimum required and LobbyUIController handles the rest. * a * Bulk changes * a * weh * Character import / export * finalise * woops this stuff too * Also datafield exporting * comments * Review
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@@ -1,4 +1,6 @@
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using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using Content.Shared.Humanoid.Prototypes;
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using Content.Shared.Random;
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using Robust.Shared.Collections;
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using Robust.Shared.Player;
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@@ -11,11 +13,13 @@ namespace Content.Shared.Preferences.Loadouts;
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/// <summary>
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/// Contains all of the selected data for a role's loadout.
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/// </summary>
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[Serializable, NetSerializable]
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public sealed class RoleLoadout
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[Serializable, NetSerializable, DataDefinition]
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public sealed partial class RoleLoadout : IEquatable<RoleLoadout>
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{
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public readonly ProtoId<RoleLoadoutPrototype> Role;
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[DataField]
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public ProtoId<RoleLoadoutPrototype> Role;
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[DataField]
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public Dictionary<ProtoId<LoadoutGroupPrototype>, List<Loadout>> SelectedLoadouts = new();
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/*
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@@ -44,7 +48,7 @@ public sealed class RoleLoadout
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/// <summary>
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/// Ensures all prototypes exist and effects can be applied.
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/// </summary>
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public void EnsureValid(ICommonSession session, IDependencyCollection collection)
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public void EnsureValid(HumanoidCharacterProfile profile, ICommonSession session, IDependencyCollection collection)
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{
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var groupRemove = new ValueList<string>();
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var protoManager = collection.Resolve<IPrototypeManager>();
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@@ -81,7 +85,7 @@ public sealed class RoleLoadout
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}
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// Validate the loadout can be applied (e.g. points).
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if (!IsValid(session, loadout.Prototype, collection, out _))
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if (!IsValid(profile, session, loadout.Prototype, collection, out _))
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{
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loadouts.RemoveAt(i);
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continue;
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@@ -167,7 +171,7 @@ public sealed class RoleLoadout
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/// <summary>
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/// Returns whether a loadout is valid or not.
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/// </summary>
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public bool IsValid(ICommonSession session, ProtoId<LoadoutPrototype> loadout, IDependencyCollection collection, [NotNullWhen(false)] out FormattedMessage? reason)
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public bool IsValid(HumanoidCharacterProfile profile, ICommonSession session, ProtoId<LoadoutPrototype> loadout, IDependencyCollection collection, [NotNullWhen(false)] out FormattedMessage? reason)
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{
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reason = null;
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@@ -180,7 +184,7 @@ public sealed class RoleLoadout
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return false;
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}
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if (!protoManager.TryIndex(Role, out var roleProto))
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if (!protoManager.HasIndex(Role))
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{
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reason = FormattedMessage.FromUnformatted("loadouts-prototype-missing");
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return false;
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@@ -190,7 +194,7 @@ public sealed class RoleLoadout
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foreach (var effect in loadoutProto.Effects)
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{
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valid = valid && effect.Validate(this, session, collection, out reason);
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valid = valid && effect.Validate(profile, this, session, collection, out reason);
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}
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return valid;
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@@ -257,4 +261,21 @@ public sealed class RoleLoadout
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return false;
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}
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public bool Equals(RoleLoadout? other)
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{
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if (ReferenceEquals(null, other)) return false;
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if (ReferenceEquals(this, other)) return true;
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return Role.Equals(other.Role) && SelectedLoadouts.SequenceEqual(other.SelectedLoadouts) && Points == other.Points;
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}
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public override bool Equals(object? obj)
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{
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return ReferenceEquals(this, obj) || obj is RoleLoadout other && Equals(other);
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}
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public override int GetHashCode()
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{
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return HashCode.Combine(Role, SelectedLoadouts, Points);
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}
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}
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