* Add variables to cluwne component, update to the new style, add unremovable option to setoutfit. * not nullable, shorthand * Add comments, address reviews * why, was i drunk? * Apply suggestions from code review --------- Co-authored-by: Jessica M <jessica@maybe.sh> Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
113 lines
4.9 KiB
C#
113 lines
4.9 KiB
C#
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.Interaction.Components;
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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, bool unremovable = false)
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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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if (unremovable)
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EnsureComp<UnremoveableComponent>(equipmentEntity);
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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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