Files
tbd-station-14/Content.Shared/Clothing/EntitySystems/SharedChameleonClothingSystem.cs
2024-09-23 22:19:15 +02:00

110 lines
4.0 KiB
C#

using Content.Shared.Access.Components;
using Content.Shared.Clothing.Components;
using Content.Shared.Contraband;
using Content.Shared.Inventory;
using Content.Shared.Inventory.Events;
using Content.Shared.Item;
using Content.Shared.Tag;
using Robust.Shared.Prototypes;
namespace Content.Shared.Clothing.EntitySystems;
public abstract class SharedChameleonClothingSystem : EntitySystem
{
[Dependency] private readonly IComponentFactory _factory = default!;
[Dependency] private readonly IPrototypeManager _proto = default!;
[Dependency] private readonly ClothingSystem _clothingSystem = default!;
[Dependency] private readonly ContrabandSystem _contraband = default!;
[Dependency] private readonly MetaDataSystem _metaData = default!;
[Dependency] private readonly SharedItemSystem _itemSystem = default!;
[Dependency] private readonly TagSystem _tag = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<ChameleonClothingComponent, GotEquippedEvent>(OnGotEquipped);
SubscribeLocalEvent<ChameleonClothingComponent, GotUnequippedEvent>(OnGotUnequipped);
}
private void OnGotEquipped(EntityUid uid, ChameleonClothingComponent component, GotEquippedEvent args)
{
component.User = args.Equipee;
}
private void OnGotUnequipped(EntityUid uid, ChameleonClothingComponent component, GotUnequippedEvent args)
{
component.User = null;
}
// Updates chameleon visuals and meta information.
// This function is called on a server after user selected new outfit.
// And after that on a client after state was updated.
// This 100% makes sure that server and client have exactly same data.
protected void UpdateVisuals(EntityUid uid, ChameleonClothingComponent component)
{
if (string.IsNullOrEmpty(component.Default) ||
!_proto.TryIndex(component.Default, out EntityPrototype? proto))
return;
// world sprite icon
UpdateSprite(uid, proto);
// copy name and description, unless its an ID card
if (!HasComp<IdCardComponent>(uid))
{
var meta = MetaData(uid);
_metaData.SetEntityName(uid, proto.Name, meta);
_metaData.SetEntityDescription(uid, proto.Description, meta);
}
// item sprite logic
if (TryComp(uid, out ItemComponent? item) &&
proto.TryGetComponent(out ItemComponent? otherItem, _factory))
{
_itemSystem.CopyVisuals(uid, otherItem, item);
}
// clothing sprite logic
if (TryComp(uid, out ClothingComponent? clothing) &&
proto.TryGetComponent("Clothing", out ClothingComponent? otherClothing))
{
_clothingSystem.CopyVisuals(uid, otherClothing, clothing);
}
// properly mark contraband
if (proto.TryGetComponent("Contraband", out ContrabandComponent? contra))
{
EnsureComp<ContrabandComponent>(uid, out var current);
_contraband.CopyDetails(uid, contra, current);
}
else
{
RemComp<ContrabandComponent>(uid);
}
}
protected virtual void UpdateSprite(EntityUid uid, EntityPrototype proto) { }
/// <summary>
/// Check if this entity prototype is valid target for chameleon item.
/// </summary>
public bool IsValidTarget(EntityPrototype proto, SlotFlags chameleonSlot = SlotFlags.NONE)
{
// check if entity is valid
if (proto.Abstract || proto.HideSpawnMenu)
return false;
// check if it is marked as valid chameleon target
if (!proto.TryGetComponent(out TagComponent? tag, _factory) || !_tag.HasTag(tag, "WhitelistChameleon"))
return false;
// check if it's valid clothing
if (!proto.TryGetComponent("Clothing", out ClothingComponent? clothing))
return false;
if (!clothing.Slots.HasFlag(chameleonSlot))
return false;
return true;
}
}