Fix outfit command not respecting preferences and not filling id's name (#3198)
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@@ -1,8 +1,15 @@
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#nullable enable
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using Content.Server.Eui;
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using Content.Server.GameObjects.Components.GUI;
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using Content.Server.GameObjects.Components.Items.Storage;
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using Content.Server.GameObjects.Components.PDA;
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using Content.Server.Interfaces;
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using Content.Shared.Administration;
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using Content.Shared.GameObjects.Components.Inventory;
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using Content.Shared.Preferences;
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using Content.Shared.Roles;
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using NFluidsynth;
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using Robust.Server.GameObjects;
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using Robust.Server.Player;
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using Robust.Shared.Console;
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using Robust.Shared.GameObjects;
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@@ -17,7 +24,8 @@ namespace Content.Server.Administration.Commands
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{
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public string Command => "setoutfit";
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public string Description => Loc.GetString("Sets the outfit of the specified entity. The entity must have an InventoryComponent");
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public string Description =>
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Loc.GetString("Sets the outfit of the specified entity. The entity must have an InventoryComponent");
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public string Help => Loc.GetString("Usage: {0} <entityUid> | {0} <entityUid> <outfitId>", Command);
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@@ -55,9 +63,16 @@ namespace Content.Server.Administration.Commands
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if (args.Length == 1)
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{
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if (!(shell.Player is IPlayerSession player))
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{
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shell.WriteError(
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Loc.GetString(
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"This does not work from the server console. You must pass the outfit id aswell."));
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return;
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}
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var eui = IoCManager.Resolve<EuiManager>();
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var ui = new SetOutfitEui(target);
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var player = shell.Player as IPlayerSession;
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eui.OpenEui(ui, player);
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return;
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}
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@@ -69,17 +84,31 @@ namespace Content.Server.Administration.Commands
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return;
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}
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HumanoidCharacterProfile? profile = null;
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// Check if we are setting the outfit of a player to respect the preferences
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if (target.TryGetComponent<IActorComponent>(out var actorComponent))
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{
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var userId = actorComponent.playerSession.UserId;
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var preferencesManager = IoCManager.Resolve<IServerPreferencesManager>();
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var prefs = preferencesManager.GetPreferences(userId);
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profile = prefs.SelectedCharacter as HumanoidCharacterProfile;
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}
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foreach (var slot in inventoryComponent.Slots)
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{
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inventoryComponent.ForceUnequip(slot);
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var gearStr = startingGear.GetGear(slot, null);
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if (gearStr != "")
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var gearStr = startingGear.GetGear(slot, profile);
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if (gearStr == "") continue;
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var equipmentEntity = entityManager.SpawnEntity(gearStr, target.Transform.Coordinates);
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if (slot == EquipmentSlotDefines.Slots.IDCARD &&
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equipmentEntity.TryGetComponent<PDAComponent>(out var pdaComponent) &&
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pdaComponent.ContainedID != null)
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{
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var equipmentEntity = entityManager.SpawnEntity(gearStr, target.Transform.Coordinates);
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inventoryComponent.Equip(slot, equipmentEntity.GetComponent<ItemComponent>(), false);
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pdaComponent.ContainedID.FullName = target.Name;
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}
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}
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inventoryComponent.Equip(slot, equipmentEntity.GetComponent<ItemComponent>(), false);
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}
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}
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}
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}
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