Fix Set Outfit command/verb (#29672)

* Filter Set Outfit menu to exclude loadout sets

* Apply loadouts to job outfits

* Use appropriate species for Urists

* squishy

---------

Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
This commit is contained in:
Tayrtahn
2024-09-19 04:02:37 -04:00
committed by GitHub
parent 3acf6b93a1
commit 94ad76fd07
2 changed files with 49 additions and 5 deletions

View File

@@ -1,14 +1,13 @@
using System.Linq;
using System.Numerics; using System.Numerics;
using Content.Client.UserInterface.Controls; using Content.Client.UserInterface.Controls;
using Content.Shared.Preferences.Loadouts;
using Content.Shared.Roles; using Content.Shared.Roles;
using Robust.Client.AutoGenerated; using Robust.Client.AutoGenerated;
using Robust.Client.Console; using Robust.Client.Console;
using Robust.Client.UserInterface.Controls; using Robust.Client.UserInterface.Controls;
using Robust.Client.UserInterface.CustomControls; using Robust.Client.UserInterface.CustomControls;
using Robust.Client.UserInterface.XAML; using Robust.Client.UserInterface.XAML;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Prototypes; using Robust.Shared.Prototypes;
namespace Content.Client.Administration.UI.SetOutfit namespace Content.Client.Administration.UI.SetOutfit
@@ -65,9 +64,18 @@ namespace Content.Client.Administration.UI.SetOutfit
PopulateByFilter(SearchBar.Text); PopulateByFilter(SearchBar.Text);
} }
private IEnumerable<StartingGearPrototype> GetPrototypes()
{
// Filter out any StartingGearPrototypes that belong to loadouts
var loadouts = _prototypeManager.EnumeratePrototypes<LoadoutPrototype>();
var loadoutGears = loadouts.Select(l => l.StartingGear);
return _prototypeManager.EnumeratePrototypes<StartingGearPrototype>()
.Where(p => !loadoutGears.Contains(p.ID));
}
private void PopulateList() private void PopulateList()
{ {
foreach (var gear in _prototypeManager.EnumeratePrototypes<StartingGearPrototype>()) foreach (var gear in GetPrototypes())
{ {
OutfitList.Add(GetItem(gear, OutfitList)); OutfitList.Add(GetItem(gear, OutfitList));
} }
@@ -76,7 +84,7 @@ namespace Content.Client.Administration.UI.SetOutfit
private void PopulateByFilter(string filter) private void PopulateByFilter(string filter)
{ {
OutfitList.Clear(); OutfitList.Clear();
foreach (var gear in _prototypeManager.EnumeratePrototypes<StartingGearPrototype>()) foreach (var gear in GetPrototypes())
{ {
if (!string.IsNullOrEmpty(filter) && if (!string.IsNullOrEmpty(filter) &&
gear.ID.ToLowerInvariant().Contains(filter.Trim().ToLowerInvariant())) gear.ID.ToLowerInvariant().Contains(filter.Trim().ToLowerInvariant()))

View File

@@ -4,11 +4,15 @@ using Content.Server.Hands.Systems;
using Content.Server.Preferences.Managers; using Content.Server.Preferences.Managers;
using Content.Shared.Access.Components; using Content.Shared.Access.Components;
using Content.Shared.Administration; using Content.Shared.Administration;
using Content.Shared.Clothing;
using Content.Shared.Hands.Components; using Content.Shared.Hands.Components;
using Content.Shared.Humanoid;
using Content.Shared.Inventory; using Content.Shared.Inventory;
using Content.Shared.PDA; using Content.Shared.PDA;
using Content.Shared.Preferences; using Content.Shared.Preferences;
using Content.Shared.Preferences.Loadouts;
using Content.Shared.Roles; using Content.Shared.Roles;
using Content.Shared.Station;
using Robust.Shared.Console; using Robust.Shared.Console;
using Robust.Shared.Player; using Robust.Shared.Player;
using Robust.Shared.Prototypes; using Robust.Shared.Prototypes;
@@ -82,9 +86,11 @@ namespace Content.Server.Administration.Commands
return false; return false;
HumanoidCharacterProfile? profile = null; HumanoidCharacterProfile? profile = null;
ICommonSession? session = null;
// Check if we are setting the outfit of a player to respect the preferences // Check if we are setting the outfit of a player to respect the preferences
if (entityManager.TryGetComponent(target, out ActorComponent? actorComponent)) if (entityManager.TryGetComponent(target, out ActorComponent? actorComponent))
{ {
session = actorComponent.PlayerSession;
var userId = actorComponent.PlayerSession.UserId; var userId = actorComponent.PlayerSession.UserId;
var preferencesManager = IoCManager.Resolve<IServerPreferencesManager>(); var preferencesManager = IoCManager.Resolve<IServerPreferencesManager>();
var prefs = preferencesManager.GetPreferences(userId); var prefs = preferencesManager.GetPreferences(userId);
@@ -128,6 +134,36 @@ namespace Content.Server.Administration.Commands
} }
} }
// See if this starting gear is associated with a job
var jobs = prototypeManager.EnumeratePrototypes<JobPrototype>();
foreach (var job in jobs)
{
if (job.StartingGear != gear)
continue;
var jobProtoId = LoadoutSystem.GetJobPrototype(job.ID);
if (!prototypeManager.TryIndex<RoleLoadoutPrototype>(jobProtoId, out var jobProto))
break;
// Don't require a player, so this works on Urists
profile ??= entityManager.TryGetComponent<HumanoidAppearanceComponent>(target, out var comp)
? HumanoidCharacterProfile.DefaultWithSpecies(comp.Species)
: new HumanoidCharacterProfile();
// Try to get the user's existing loadout for the role
profile.Loadouts.TryGetValue(jobProtoId, out var roleLoadout);
if (roleLoadout == null)
{
// If they don't have a loadout for the role, make a default one
roleLoadout = new RoleLoadout(jobProtoId);
roleLoadout.SetDefault(profile, session, prototypeManager);
}
// Equip the target with the job loadout
var stationSpawning = entityManager.System<SharedStationSpawningSystem>();
stationSpawning.EquipRoleLoadout(target, roleLoadout, jobProto);
}
return true; return true;
} }
} }