Relocate SetOutfit method to ServerClothingSystem and LEC setoutfit command. (#38391)
* that'll do * requested changes. * missed this.
This commit is contained in:
@@ -1,36 +1,22 @@
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using Content.Server.Administration.UI;
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using Content.Server.Clothing.Systems;
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using Content.Server.EUI;
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using Content.Server.Hands.Systems;
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using Content.Server.Preferences.Managers;
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using Content.Shared.Access.Components;
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using Content.Shared.Administration;
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using Content.Shared.Clothing;
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using Content.Shared.Hands.Components;
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using Content.Shared.Humanoid;
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using Content.Shared.Inventory;
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using Content.Shared.PDA;
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using Content.Shared.Preferences;
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using Content.Shared.Preferences.Loadouts;
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using Content.Shared.Roles;
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using Content.Shared.Station;
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using Robust.Shared.Console;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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namespace Content.Server.Administration.Commands
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{
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[AdminCommand(AdminFlags.Admin)]
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public sealed class SetOutfitCommand : IConsoleCommand
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public sealed class SetOutfitCommand : LocalizedEntityCommands
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{
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[Dependency] private readonly IEntityManager _entities = default!;
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[Dependency] private readonly EuiManager _euiManager = default!;
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[Dependency] private readonly OutfitSystem _outfitSystem = default!;
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public string Command => "setoutfit";
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public override string Command => "setoutfit";
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public override string Description => Loc.GetString("cmd-setoutfit-desc", ("requiredComponent", nameof(InventoryComponent)));
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public string Description => Loc.GetString("set-outfit-command-description", ("requiredComponent", nameof(InventoryComponent)));
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public string Help => Loc.GetString("set-outfit-command-help-text", ("command", Command));
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public void Execute(IConsoleShell shell, string argStr, string[] args)
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public override void Execute(IConsoleShell shell, string argStr, string[] args)
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{
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if (args.Length < 1)
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{
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@@ -46,13 +32,13 @@ namespace Content.Server.Administration.Commands
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var nent = new NetEntity(entInt);
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if (!_entities.TryGetEntity(nent, out var target))
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if (!EntityManager.TryGetEntity(nent, out var target))
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{
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shell.WriteLine(Loc.GetString("shell-invalid-entity-id"));
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return;
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}
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if (!_entities.HasComponent<InventoryComponent>(target))
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if (!EntityManager.HasComponent<InventoryComponent>(target))
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{
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shell.WriteLine(Loc.GetString("shell-target-entity-does-not-have-message", ("missing", "inventory")));
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return;
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@@ -62,109 +48,17 @@ namespace Content.Server.Administration.Commands
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{
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if (shell.Player is not { } player)
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{
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shell.WriteError(Loc.GetString("set-outfit-command-is-not-player-error"));
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shell.WriteError(Loc.GetString("cmd-setoutfit-is-not-player-error"));
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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(nent);
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eui.OpenEui(ui, player);
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_euiManager.OpenEui(ui, player);
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return;
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}
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if (!SetOutfit(target.Value, args[1], _entities))
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shell.WriteLine(Loc.GetString("set-outfit-command-invalid-outfit-id-error"));
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}
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public static bool SetOutfit(EntityUid target, string gear, IEntityManager entityManager, Action<EntityUid, EntityUid>? onEquipped = null)
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{
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if (!entityManager.TryGetComponent(target, out InventoryComponent? inventoryComponent))
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return false;
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var prototypeManager = IoCManager.Resolve<IPrototypeManager>();
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if (!prototypeManager.TryIndex<StartingGearPrototype>(gear, out var startingGear))
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return false;
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HumanoidCharacterProfile? profile = null;
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ICommonSession? session = null;
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// Check if we are setting the outfit of a player to respect the preferences
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if (entityManager.TryGetComponent(target, out ActorComponent? actorComponent))
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{
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session = actorComponent.PlayerSession;
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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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var invSystem = entityManager.System<InventorySystem>();
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if (invSystem.TryGetSlots(target, out var slots))
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{
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foreach (var slot in slots)
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{
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invSystem.TryUnequip(target, slot.Name, true, true, false, inventoryComponent);
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var gearStr = ((IEquipmentLoadout) startingGear).GetGear(slot.Name);
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if (gearStr == string.Empty)
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{
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continue;
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}
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var equipmentEntity = entityManager.SpawnEntity(gearStr, entityManager.GetComponent<TransformComponent>(target).Coordinates);
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if (slot.Name == "id" &&
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entityManager.TryGetComponent(equipmentEntity, out PdaComponent? pdaComponent) &&
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entityManager.TryGetComponent<IdCardComponent>(pdaComponent.ContainedId, out var id))
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{
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id.FullName = entityManager.GetComponent<MetaDataComponent>(target).EntityName;
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}
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invSystem.TryEquip(target, equipmentEntity, slot.Name, silent: true, force: true, inventory: inventoryComponent);
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onEquipped?.Invoke(target, equipmentEntity);
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}
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}
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if (entityManager.TryGetComponent(target, out HandsComponent? handsComponent))
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{
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var handsSystem = entityManager.System<HandsSystem>();
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var coords = entityManager.GetComponent<TransformComponent>(target).Coordinates;
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foreach (var prototype in startingGear.Inhand)
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{
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var inhandEntity = entityManager.SpawnEntity(prototype, coords);
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handsSystem.TryPickup(target, inhandEntity, checkActionBlocker: false, handsComp: handsComponent);
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}
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}
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// See if this starting gear is associated with a job
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var jobs = prototypeManager.EnumeratePrototypes<JobPrototype>();
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foreach (var job in jobs)
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{
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if (job.StartingGear != gear)
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continue;
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var jobProtoId = LoadoutSystem.GetJobPrototype(job.ID);
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if (!prototypeManager.TryIndex<RoleLoadoutPrototype>(jobProtoId, out var jobProto))
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break;
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// Don't require a player, so this works on Urists
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profile ??= entityManager.TryGetComponent<HumanoidAppearanceComponent>(target, out var comp)
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? HumanoidCharacterProfile.DefaultWithSpecies(comp.Species)
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: new HumanoidCharacterProfile();
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// Try to get the user's existing loadout for the role
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profile.Loadouts.TryGetValue(jobProtoId, out var roleLoadout);
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if (roleLoadout == null)
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{
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// If they don't have a loadout for the role, make a default one
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roleLoadout = new RoleLoadout(jobProtoId);
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roleLoadout.SetDefault(profile, session, prototypeManager);
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}
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// Equip the target with the job loadout
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var stationSpawning = entityManager.System<SharedStationSpawningSystem>();
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stationSpawning.EquipRoleLoadout(target, roleLoadout, jobProto);
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}
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return true;
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if (!_outfitSystem.SetOutfit(target.Value, args[1]))
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shell.WriteLine(Loc.GetString("cmd-setoutfit-invalid-outfit-id-error"));
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}
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}
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}
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@@ -1,9 +1,9 @@
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using Content.Server.Administration.Commands;
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using Content.Server.Antag;
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using Content.Server.GameTicking;
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using Content.Server.GameTicking.Rules.Components;
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using Content.Server.Zombies;
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using Content.Shared.Administration;
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using Content.Server.Clothing.Systems;
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using Content.Shared.Database;
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using Content.Shared.Humanoid;
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using Content.Shared.Mind.Components;
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@@ -20,6 +20,7 @@ public sealed partial class AdminVerbSystem
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[Dependency] private readonly AntagSelectionSystem _antag = default!;
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[Dependency] private readonly ZombieSystem _zombie = default!;
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[Dependency] private readonly GameTicker _gameTicker = default!;
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[Dependency] private readonly OutfitSystem _outfit = default!;
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[ValidatePrototypeId<EntityPrototype>]
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private const string DefaultTraitorRule = "Traitor";
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@@ -126,7 +127,7 @@ public sealed partial class AdminVerbSystem
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Act = () =>
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{
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// pirates just get an outfit because they don't really have logic associated with them
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SetOutfitCommand.SetOutfit(args.Target, PirateGearId, EntityManager);
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_outfit.SetOutfit(args.Target, PirateGearId);
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},
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Impact = LogImpact.High,
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Message = string.Join(": ", pirateName, Loc.GetString("admin-verb-make-pirate")),
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@@ -1,10 +1,10 @@
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using System.Threading;
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using Content.Server.Administration.Commands;
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using Content.Server.Administration.Components;
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using Content.Server.Atmos.Components;
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using Content.Server.Atmos.EntitySystems;
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using Content.Server.Body.Components;
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using Content.Server.Body.Systems;
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using Content.Server.Clothing.Systems;
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using Content.Server.Electrocution;
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using Content.Server.Explosion.EntitySystems;
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using Content.Server.GhostKick;
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@@ -42,7 +42,6 @@ using Content.Shared.Slippery;
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using Content.Shared.Tabletop.Components;
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using Content.Shared.Tools.Systems;
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using Content.Shared.Verbs;
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using Robust.Shared.Map;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Components;
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@@ -80,6 +79,7 @@ public sealed partial class AdminVerbSystem
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[Dependency] private readonly SharedTransformSystem _transformSystem = default!;
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[Dependency] private readonly SuperBonkSystem _superBonkSystem = default!;
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[Dependency] private readonly SlipperySystem _slipperySystem = default!;
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[Dependency] private readonly OutfitSystem _outfitSystem = default!;
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// All smite verbs have names so invokeverb works.
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private void AddSmiteVerbs(GetVerbsEvent<Verb> args)
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@@ -587,7 +587,7 @@ public sealed partial class AdminVerbSystem
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Icon = new SpriteSpecifier.Rsi(new ("/Textures/Clothing/Uniforms/Jumpskirt/janimaid.rsi"), "icon"),
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Act = () =>
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{
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SetOutfitCommand.SetOutfit(args.Target, "JanitorMaidGear", EntityManager, (_, clothing) =>
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_outfitSystem.SetOutfit(args.Target, "JanitorMaidGear", (_, clothing) =>
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{
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if (HasComp<ClothingComponent>(clothing))
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EnsureComp<UnremoveableComponent>(clothing);
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109
Content.Server/Clothing/Systems/OutfitSystem.cs
Normal file
109
Content.Server/Clothing/Systems/OutfitSystem.cs
Normal file
@@ -0,0 +1,109 @@
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using Content.Server.Hands.Systems;
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using Content.Server.Preferences.Managers;
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using Content.Shared.Access.Components;
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using Content.Shared.Clothing;
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using Content.Shared.Hands.Components;
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using Content.Shared.Humanoid;
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using Content.Shared.Inventory;
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using Content.Shared.PDA;
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using Content.Shared.Preferences;
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using Content.Shared.Preferences.Loadouts;
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using Content.Shared.Roles;
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using Content.Shared.Station;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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namespace Content.Server.Clothing.Systems;
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public sealed class OutfitSystem : EntitySystem
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{
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[Dependency] private readonly IServerPreferencesManager _preferenceManager = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly HandsSystem _handSystem = default!;
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[Dependency] private readonly InventorySystem _invSystem = default!;
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[Dependency] private readonly SharedStationSpawningSystem _spawningSystem = default!;
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public bool SetOutfit(EntityUid target, string gear, Action<EntityUid, EntityUid>? onEquipped = null)
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{
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if (!EntityManager.TryGetComponent(target, out InventoryComponent? inventoryComponent))
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return false;
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if (!_prototypeManager.TryIndex<StartingGearPrototype>(gear, out var startingGear))
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return false;
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HumanoidCharacterProfile? profile = null;
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ICommonSession? session = null;
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// Check if we are setting the outfit of a player to respect the preferences
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if (EntityManager.TryGetComponent(target, out ActorComponent? actorComponent))
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{
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session = actorComponent.PlayerSession;
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var userId = actorComponent.PlayerSession.UserId;
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var prefs = _preferenceManager.GetPreferences(userId);
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profile = prefs.SelectedCharacter as HumanoidCharacterProfile;
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}
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if (_invSystem.TryGetSlots(target, out var slots))
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{
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foreach (var slot in slots)
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{
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_invSystem.TryUnequip(target, slot.Name, true, true, false, inventoryComponent);
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var gearStr = ((IEquipmentLoadout) startingGear).GetGear(slot.Name);
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if (gearStr == string.Empty)
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continue;
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var equipmentEntity = EntityManager.SpawnEntity(gearStr, EntityManager.GetComponent<TransformComponent>(target).Coordinates);
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if (slot.Name == "id" &&
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EntityManager.TryGetComponent(equipmentEntity, out PdaComponent? pdaComponent) &&
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EntityManager.TryGetComponent<IdCardComponent>(pdaComponent.ContainedId, out var id))
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{
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id.FullName = EntityManager.GetComponent<MetaDataComponent>(target).EntityName;
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}
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_invSystem.TryEquip(target, equipmentEntity, slot.Name, silent: true, force: true, inventory: inventoryComponent);
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onEquipped?.Invoke(target, equipmentEntity);
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}
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}
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if (EntityManager.TryGetComponent(target, out HandsComponent? handsComponent))
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{
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var coords = EntityManager.GetComponent<TransformComponent>(target).Coordinates;
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foreach (var prototype in startingGear.Inhand)
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{
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var inhandEntity = EntityManager.SpawnEntity(prototype, coords);
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_handSystem.TryPickup(target, inhandEntity, checkActionBlocker: false, handsComp: handsComponent);
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}
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}
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// See if this starting gear is associated with a job
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var jobs = _prototypeManager.EnumeratePrototypes<JobPrototype>();
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foreach (var job in jobs)
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{
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if (job.StartingGear != gear)
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continue;
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var jobProtoId = LoadoutSystem.GetJobPrototype(job.ID);
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if (!_prototypeManager.TryIndex<RoleLoadoutPrototype>(jobProtoId, out var jobProto))
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break;
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// Don't require a player, so this works on Urists
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profile ??= EntityManager.TryGetComponent<HumanoidAppearanceComponent>(target, out var comp)
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? HumanoidCharacterProfile.DefaultWithSpecies(comp.Species)
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: new HumanoidCharacterProfile();
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// Try to get the user's existing loadout for the role
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profile.Loadouts.TryGetValue(jobProtoId, out var roleLoadout);
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if (roleLoadout == null)
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{
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// If they don't have a loadout for the role, make a default one
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roleLoadout = new RoleLoadout(jobProtoId);
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roleLoadout.SetDefault(profile, session, _prototypeManager);
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}
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// Equip the target with the job loadout
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_spawningSystem.EquipRoleLoadout(target, roleLoadout, jobProto);
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}
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return true;
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}
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}
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@@ -1,9 +1,9 @@
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using Content.Server.Administration.Commands;
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using Content.Server.Popups;
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using Content.Shared.Popups;
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using Content.Shared.Mobs;
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using Content.Server.Chat;
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using Content.Server.Chat.Systems;
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using Content.Server.Clothing.Systems;
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using Content.Shared.Chat.Prototypes;
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using Robust.Shared.Random;
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using Content.Shared.Stunnable;
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@@ -13,7 +13,6 @@ using Robust.Shared.Prototypes;
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using Content.Server.Emoting.Systems;
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using Content.Server.Speech.EntitySystems;
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using Content.Shared.Cluwne;
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using Content.Shared.Interaction.Components;
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using Robust.Shared.Audio.Systems;
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using Content.Shared.NameModifier.EntitySystems;
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using Content.Shared.Clumsy;
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@@ -31,6 +30,7 @@ public sealed class CluwneSystem : EntitySystem
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[Dependency] private readonly ChatSystem _chat = default!;
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[Dependency] private readonly AutoEmoteSystem _autoEmote = default!;
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[Dependency] private readonly NameModifierSystem _nameMod = default!;
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[Dependency] private readonly OutfitSystem _outfitSystem = default!;
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public override void Initialize()
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{
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@@ -78,7 +78,7 @@ public sealed class CluwneSystem : EntitySystem
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_nameMod.RefreshNameModifiers(uid);
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SetOutfitCommand.SetOutfit(uid, "CluwneGear", EntityManager);
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_outfitSystem.SetOutfit(uid, "CluwneGear");
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}
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/// <summary>
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@@ -1,5 +1,5 @@
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using System.Linq;
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using Content.Server.Administration.Commands;
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using Content.Server.Clothing.Systems;
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using Content.Server.GameTicking.Rules.Components;
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using Content.Server.KillTracking;
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using Content.Server.Mind;
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@@ -23,6 +23,7 @@ public sealed class DeathMatchRuleSystem : GameRuleSystem<DeathMatchRuleComponen
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{
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[Dependency] private readonly IPlayerManager _player = default!;
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[Dependency] private readonly MindSystem _mind = default!;
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[Dependency] private readonly OutfitSystem _outfitSystem = default!;
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[Dependency] private readonly PointSystem _point = default!;
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[Dependency] private readonly RespawnRuleSystem _respawn = default!;
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[Dependency] private readonly RoundEndSystem _roundEnd = default!;
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@@ -55,7 +56,7 @@ public sealed class DeathMatchRuleSystem : GameRuleSystem<DeathMatchRuleComponen
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var mob = mobMaybe!.Value;
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_mind.TransferTo(newMind, mob);
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SetOutfitCommand.SetOutfit(mob, dm.Gear, EntityManager);
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_outfitSystem.SetOutfit(mob, dm.Gear);
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EnsureComp<KillTrackerComponent>(mob);
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_respawn.AddToTracker(ev.Player.UserId, (uid, tracker));
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@@ -1,4 +1,4 @@
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set-outfit-command-description = Sets the outfit of the specified entity. The entity must have {INDEFINITE($requiredComponent)} {$requiredComponent}
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set-outfit-command-help-text = Usage: {$command} <entityUid> | {$command} <entityUid> <outfitId>
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set-outfit-command-is-not-player-error = This command requires both arguments to work from the server console.
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set-outfit-command-invalid-outfit-id-error = Invalid outfit id
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cmd-setoutfit-desc = Sets the outfit of the specified entity. The entity must have {INDEFINITE($requiredComponent)} {$requiredComponent}
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cmd-setoutfit-help = Usage: setoutfit <entityUid> | setoutfit <entityUid> <outfitId>
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cmd-setoutfit-is-not-player-error = This command requires both arguments to work from the server console.
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cmd-setoutfit-invalid-outfit-id-error = Invalid outfit id.
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