* Loadouts redux * Loadout window mockup * More workout * rent * validation * Developments * bcs * More cleanup * Rebuild working * Fix model and loading * obsession * efcore * We got a stew goin * Cleanup * Optional + SeniorEngineering fix * Fixes * Update science.yml * add add * Automatic naming * Update nukeops * Coming together * Right now * stargate * rejig the UI * weh * Loadouts tweaks * Merge conflicts + ordering fix * yerba mate * chocolat * More updates * Add multi-selection support * test h * fikss * a * add tech assistant and hazard suit * huh * Latest changes * add medical loadouts * and science * finish security loadouts * cargo * service done * added wildcards * add command * Move restrictions * Finalising * Fix existing work * Localise next batch * clothing fix * Fix storage names * review * the scooping room * Test fixes * Xamlify * Xamlify this too * Update Resources/Prototypes/Loadouts/Jobs/Medical/paramedic.yml Co-authored-by: Mr. 27 <45323883+Dutch-VanDerLinde@users.noreply.github.com> * Update Resources/Prototypes/Loadouts/loadout_groups.yml Co-authored-by: Mr. 27 <45323883+Dutch-VanDerLinde@users.noreply.github.com> * Update Resources/Prototypes/Loadouts/Jobs/Civilian/clown.yml Co-authored-by: Mr. 27 <45323883+Dutch-VanDerLinde@users.noreply.github.com> * Update Resources/Prototypes/Loadouts/Jobs/Civilian/clown.yml Co-authored-by: Mr. 27 <45323883+Dutch-VanDerLinde@users.noreply.github.com> * Update Resources/Prototypes/Loadouts/loadout_groups.yml Co-authored-by: Mr. 27 <45323883+Dutch-VanDerLinde@users.noreply.github.com> * Update Resources/Prototypes/Loadouts/Jobs/Security/detective.yml Co-authored-by: Mr. 27 <45323883+Dutch-VanDerLinde@users.noreply.github.com> * Update Resources/Prototypes/Loadouts/loadout_groups.yml Co-authored-by: Mr. 27 <45323883+Dutch-VanDerLinde@users.noreply.github.com> * ben * Margins --------- Co-authored-by: Firewatch <54725557+musicmanvr@users.noreply.github.com> Co-authored-by: Mr. 27 <koolthunder019@gmail.com> Co-authored-by: Mr. 27 <45323883+Dutch-VanDerLinde@users.noreply.github.com>
83 lines
3.2 KiB
C#
83 lines
3.2 KiB
C#
using Content.Shared.Hands.Components;
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using Content.Shared.Hands.EntitySystems;
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using Content.Shared.Inventory;
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using Content.Shared.Preferences;
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using Content.Shared.Roles;
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using Content.Shared.Storage;
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using Content.Shared.Storage.EntitySystems;
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using Robust.Shared.Collections;
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namespace Content.Shared.Station;
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public abstract class SharedStationSpawningSystem : EntitySystem
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{
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[Dependency] protected readonly InventorySystem InventorySystem = default!;
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[Dependency] private readonly SharedHandsSystem _handsSystem = default!;
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[Dependency] private readonly SharedStorageSystem _storage = default!;
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[Dependency] private readonly SharedTransformSystem _xformSystem = default!;
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/// <summary>
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/// Equips starting gear onto the given entity.
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/// </summary>
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/// <param name="entity">Entity to load out.</param>
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/// <param name="startingGear">Starting gear to use.</param>
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public void EquipStartingGear(EntityUid entity, StartingGearPrototype startingGear)
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{
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if (InventorySystem.TryGetSlots(entity, out var slotDefinitions))
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{
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foreach (var slot in slotDefinitions)
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{
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var equipmentStr = startingGear.GetGear(slot.Name);
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if (!string.IsNullOrEmpty(equipmentStr))
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{
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var equipmentEntity = EntityManager.SpawnEntity(equipmentStr, EntityManager.GetComponent<TransformComponent>(entity).Coordinates);
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InventorySystem.TryEquip(entity, equipmentEntity, slot.Name, silent: true, force:true);
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}
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}
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}
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if (TryComp(entity, out HandsComponent? handsComponent))
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{
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var inhand = startingGear.Inhand;
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var coords = EntityManager.GetComponent<TransformComponent>(entity).Coordinates;
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foreach (var prototype in inhand)
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{
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var inhandEntity = EntityManager.SpawnEntity(prototype, coords);
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if (_handsSystem.TryGetEmptyHand(entity, out var emptyHand, handsComponent))
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{
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_handsSystem.TryPickup(entity, inhandEntity, emptyHand, checkActionBlocker: false, handsComp: handsComponent);
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}
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}
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}
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if (startingGear.Storage.Count > 0)
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{
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var coords = _xformSystem.GetMapCoordinates(entity);
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var ents = new ValueList<EntityUid>();
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TryComp(entity, out InventoryComponent? inventoryComp);
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foreach (var (slot, entProtos) in startingGear.Storage)
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{
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if (entProtos.Count == 0)
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continue;
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foreach (var ent in entProtos)
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{
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ents.Add(Spawn(ent, coords));
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}
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if (inventoryComp != null &&
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InventorySystem.TryGetSlotEntity(entity, slot, out var slotEnt, inventoryComponent: inventoryComp) &&
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TryComp(slotEnt, out StorageComponent? storage))
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{
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foreach (var ent in ents)
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{
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_storage.Insert(slotEnt.Value, ent, out _, storageComp: storage, playSound: false);
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}
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}
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}
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}
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}
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}
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