Files
tbd-station-14/Content.Shared/Clothing/EntitySystems/ClothingSystem.cs

216 lines
7.5 KiB
C#

using Content.Shared.Clothing.Components;
using Content.Shared.Hands.Components;
using Content.Shared.Hands.EntitySystems;
using Content.Shared.Interaction.Events;
using Content.Shared.Inventory;
using Content.Shared.Inventory.Events;
using Content.Shared.Item;
using Content.Shared.Strip.Components;
using Robust.Shared.GameStates;
namespace Content.Shared.Clothing.EntitySystems;
public abstract class ClothingSystem : EntitySystem
{
[Dependency] private readonly SharedItemSystem _itemSys = default!;
[Dependency] private readonly InventorySystem _invSystem = default!;
[Dependency] private readonly SharedHandsSystem _handsSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<ClothingComponent, UseInHandEvent>(OnUseInHand);
SubscribeLocalEvent<ClothingComponent, ComponentGetState>(OnGetState);
SubscribeLocalEvent<ClothingComponent, ComponentHandleState>(OnHandleState);
SubscribeLocalEvent<ClothingComponent, GotEquippedEvent>(OnGotEquipped);
SubscribeLocalEvent<ClothingComponent, GotUnequippedEvent>(OnGotUnequipped);
SubscribeLocalEvent<ClothingComponent, ClothingEquipDoAfterEvent>(OnEquipDoAfter);
SubscribeLocalEvent<ClothingComponent, ClothingUnequipDoAfterEvent>(OnUnequipDoAfter);
SubscribeLocalEvent<ClothingComponent, BeforeItemStrippedEvent>(OnItemStripped);
}
private void OnUseInHand(Entity<ClothingComponent> ent, ref UseInHandEvent args)
{
if (args.Handled || !ent.Comp.QuickEquip)
return;
var user = args.User;
if (!TryComp(user, out InventoryComponent? inv) ||
!TryComp(user, out HandsComponent? hands))
return;
QuickEquip(ent, (user, inv, hands));
args.Handled = true;
args.ApplyDelay = false;
}
private void QuickEquip(
Entity<ClothingComponent> toEquipEnt,
Entity<InventoryComponent, HandsComponent> userEnt)
{
foreach (var slotDef in userEnt.Comp1.Slots)
{
if (!_invSystem.CanEquip(userEnt, toEquipEnt, slotDef.Name, out _, slotDef, userEnt, toEquipEnt))
continue;
if (_invSystem.TryGetSlotEntity(userEnt, slotDef.Name, out var slotEntity, userEnt))
{
// Item in slot has to be quick equipable as well
if (TryComp(slotEntity, out ClothingComponent? item) && !item.QuickEquip)
continue;
if (!_invSystem.TryUnequip(userEnt, slotDef.Name, true, inventory: userEnt, checkDoafter: true))
continue;
if (!_invSystem.TryEquip(userEnt, toEquipEnt, slotDef.Name, inventory: userEnt, clothing: toEquipEnt, checkDoafter: true, triggerHandContact: true))
continue;
_handsSystem.PickupOrDrop(userEnt, slotEntity.Value, handsComp: userEnt);
}
else
{
if (!_invSystem.TryEquip(userEnt, toEquipEnt, slotDef.Name, inventory: userEnt, clothing: toEquipEnt, checkDoafter: true, triggerHandContact: true))
continue;
}
break;
}
}
protected virtual void OnGotEquipped(EntityUid uid, ClothingComponent component, GotEquippedEvent args)
{
component.InSlot = args.Slot;
component.InSlotFlag = args.SlotFlags;
if ((component.Slots & args.SlotFlags) == SlotFlags.NONE)
return;
var gotEquippedEvent = new ClothingGotEquippedEvent(args.Equipee, component);
RaiseLocalEvent(uid, ref gotEquippedEvent);
var didEquippedEvent = new ClothingDidEquippedEvent((uid, component));
RaiseLocalEvent(args.Equipee, ref didEquippedEvent);
}
protected virtual void OnGotUnequipped(EntityUid uid, ClothingComponent component, GotUnequippedEvent args)
{
if ((component.Slots & args.SlotFlags) != SlotFlags.NONE)
{
var gotUnequippedEvent = new ClothingGotUnequippedEvent(args.Equipee, component);
RaiseLocalEvent(uid, ref gotUnequippedEvent);
var didUnequippedEvent = new ClothingDidUnequippedEvent((uid, component));
RaiseLocalEvent(args.Equipee, ref didUnequippedEvent);
}
component.InSlot = null;
component.InSlotFlag = null;
}
private void OnGetState(EntityUid uid, ClothingComponent component, ref ComponentGetState args)
{
args.State = new ClothingComponentState(component.EquippedPrefix);
}
private void OnHandleState(EntityUid uid, ClothingComponent component, ref ComponentHandleState args)
{
if (args.Current is not ClothingComponentState state)
return;
SetEquippedPrefix(uid, state.EquippedPrefix, component);
}
private void OnEquipDoAfter(Entity<ClothingComponent> ent, ref ClothingEquipDoAfterEvent args)
{
if (args.Handled || args.Cancelled || args.Target is not { } target)
return;
args.Handled = _invSystem.TryEquip(args.User, target, ent, args.Slot, clothing: ent.Comp, predicted: true, checkDoafter: false);
}
private void OnUnequipDoAfter(Entity<ClothingComponent> ent, ref ClothingUnequipDoAfterEvent args)
{
if (args.Handled || args.Cancelled || args.Target is not { } target)
return;
args.Handled = _invSystem.TryUnequip(args.User, target, args.Slot, clothing: ent.Comp, predicted: true, checkDoafter: false, triggerHandContact: true);
if (args.Handled)
_handsSystem.TryPickup(args.User, ent);
}
private void OnItemStripped(Entity<ClothingComponent> ent, ref BeforeItemStrippedEvent args)
{
args.Additive += ent.Comp.StripDelay;
}
#region Public API
public void SetEquippedPrefix(EntityUid uid, string? prefix, ClothingComponent? clothing = null)
{
if (!Resolve(uid, ref clothing, false))
return;
if (clothing.EquippedPrefix == prefix)
return;
clothing.EquippedPrefix = prefix;
_itemSys.VisualsChanged(uid);
Dirty(uid, clothing);
}
public void SetSlots(EntityUid uid, SlotFlags slots, ClothingComponent? clothing = null)
{
if (!Resolve(uid, ref clothing))
return;
clothing.Slots = slots;
Dirty(uid, clothing);
}
/// <summary>
/// Copy all clothing specific visuals from another item.
/// </summary>
public void CopyVisuals(EntityUid uid, ClothingComponent otherClothing, ClothingComponent? clothing = null)
{
if (!Resolve(uid, ref clothing))
return;
clothing.ClothingVisuals = otherClothing.ClothingVisuals;
clothing.EquippedPrefix = otherClothing.EquippedPrefix;
clothing.RsiPath = otherClothing.RsiPath;
_itemSys.VisualsChanged(uid);
Dirty(uid, clothing);
}
public void SetLayerColor(ClothingComponent clothing, string slot, string mapKey, Color? color)
{
foreach (var layer in clothing.ClothingVisuals[slot])
{
if (layer.MapKeys == null)
return;
if (!layer.MapKeys.Contains(mapKey))
continue;
layer.Color = color;
}
}
public void SetLayerState(ClothingComponent clothing, string slot, string mapKey, string state)
{
foreach (var layer in clothing.ClothingVisuals[slot])
{
if (layer.MapKeys == null)
return;
if (!layer.MapKeys.Contains(mapKey))
continue;
layer.State = state;
}
}
#endregion
}