using Content.Shared.Clothing.Components; using Content.Shared.Roles; using Content.Shared.Station; using Robust.Shared.Prototypes; using Robust.Shared.Random; namespace Content.Shared.Clothing; /// /// Assigns a loadout to an entity based on the startingGear prototype /// public sealed class LoadoutSystem : EntitySystem { // Shared so we can predict it for placement manager. [Dependency] private readonly SharedStationSpawningSystem _station = default!; [Dependency] private readonly IPrototypeManager _protoMan = default!; [Dependency] private readonly IRobustRandom _random = default!; public override void Initialize() { base.Initialize(); SubscribeLocalEvent(OnMapInit); } private void OnMapInit(EntityUid uid, LoadoutComponent component, MapInitEvent args) { if (component.Prototypes == null) return; var proto = _protoMan.Index(_random.Pick(component.Prototypes)); _station.EquipStartingGear(uid, proto, null); } }