Upstream species (#6066)
* Step 1 of porting; grabbed most of the files via patches. * Add species field to the DB * Appearance patches for slimes. * Fix the db test. * Add slime's biocompat. * slimby * Fixes, allow specifying if a species is playable or not. * Update Content.Client/Preferences/UI/HumanoidProfileEditor.xaml.cs Co-authored-by: Javier Guardia Fernández <DrSmugleaf@users.noreply.github.com> * Update Content.Client/Preferences/UI/HumanoidProfileEditor.xaml.cs Co-authored-by: Javier Guardia Fernández <DrSmugleaf@users.noreply.github.com> * Update Content.Client/Preferences/UI/HumanoidProfileEditor.xaml.cs Co-authored-by: Javier Guardia Fernández <DrSmugleaf@users.noreply.github.com> * Address reviews. * Address reviews. * make an if-case. * Fix a goof where species wouldn't get shown in the editor correctly (it'd always default to human) Co-authored-by: Javier Guardia Fernández <DrSmugleaf@users.noreply.github.com>
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@@ -7,6 +7,7 @@ using Content.Shared;
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using Content.Shared.CCVar;
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using Content.Shared.Preferences;
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using Content.Shared.Roles;
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using Content.Shared.Species;
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using Robust.Server.Player;
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using Robust.Shared.Configuration;
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using Robust.Shared.IoC;
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@@ -262,13 +263,22 @@ namespace Content.Server.Preferences.Managers
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{
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case HumanoidCharacterProfile hp:
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{
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var prototypeManager = IoCManager.Resolve<IPrototypeManager>();
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var selectedSpecies = SpeciesManager.DefaultSpecies;
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if (prototypeManager.TryIndex<SpeciesPrototype>(hp.Species, out var species) && species.RoundStart)
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{
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selectedSpecies = hp.Species;
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}
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newProf = hp
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.WithJobPriorities(
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hp.JobPriorities.Where(job =>
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_protos.HasIndex<JobPrototype>(job.Key)))
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.WithAntagPreferences(
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hp.AntagPreferences.Where(antag =>
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_protos.HasIndex<AntagPrototype>(antag)));
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_protos.HasIndex<AntagPrototype>(antag)))
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.WithSpecies(selectedSpecies);
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break;
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}
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default:
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