Files
tbd-station-14/Content.Server/Administration/Commands/SetOutfitCommand.cs
Paul Ritter 512d6a38c3 get that crap outta here (completely rewrites inventorysystem) (#5807)
* some work

* equip: done
unequip: todo

* unequipping done & refactored events

* workin

* movin

* reee namespaces

* stun

* mobstate

* fixes

* some work on events

* removes serverside itemcomp & misc fixes

* work

* smol merge fix

* ports template to prototype & finishes ui

* moves relay & adds containerenumerator

* actions & cuffs

* my god what is actioncode

* more fixes

* im loosing my grasp on reality

* more fixes

* more work

* explosions

* yes

* more work

* more fixes

* merge master & misc fixed because i forgot to commit before merging master

* more fixes

* fixes

* moar

* more work

* moar fixes

* suffixmap

* more work on client

* motivation low

* no. no containers

* mirroring client to server

* fixes

* move serverinvcomp

* serverinventorycomponent is dead

* gaming

* only strippable & ai left...

* only ai and richtext left

* fixes ai

* fixes

* fixes sprite layers

* more fixes

* resolves optional

* yes

* stable™️

* fixes

* moar fixes

* moar

* fix some tests

* lmao

* no comment

* good to merge™️

* fixes build but for real

* adresses some reviews

* adresses some more reviews

* nullables, yo

* fixes lobbyscreen

* timid refactor to differentiate actor & target

* adresses more reviews

* more

* my god what a mess

* removed the rest of duplicates

* removed duplicate slotflags and renamed shoes to feet

* removes another unused one

* yes

* fixes lobby & makes tryunequip return unequipped item

* fixes

* some funny renames

* fixes

* misc improvements to attemptevents

* fixes

* merge fixes

Co-authored-by: Paul Ritter <ritter.paul1@gmail.com>
2021-12-30 22:56:10 +01:00

115 lines
4.5 KiB
C#

using Content.Server.Administration.UI;
using Content.Server.EUI;
using Content.Server.Preferences.Managers;
using Content.Shared.Administration;
using Content.Shared.Inventory;
using Content.Shared.PDA;
using Content.Shared.Preferences;
using Content.Shared.Roles;
using Robust.Server.GameObjects;
using Robust.Server.Player;
using Robust.Shared.Console;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Prototypes;
using InventoryComponent = Content.Shared.Inventory.InventoryComponent;
namespace Content.Server.Administration.Commands
{
[AdminCommand(AdminFlags.Admin)]
class SetOutfitCommand : IConsoleCommand
{
public string Command => "setoutfit";
public string Description => Loc.GetString("set-outfit-command-description", ("requiredComponent", nameof(InventoryComponent)));
public string Help => Loc.GetString("set-outfit-command-help-text", ("command",Command));
public void Execute(IConsoleShell shell, string argStr, string[] args)
{
if (args.Length < 1)
{
shell.WriteLine(Loc.GetString("shell-wrong-arguments-number"));
return;
}
if (!int.TryParse(args[0], out var entityUid))
{
shell.WriteLine(Loc.GetString("shell-entity-uid-must-be-number"));
return;
}
var entityManager = IoCManager.Resolve<IEntityManager>();
var target = new EntityUid(entityUid);
if (!target.IsValid() || !entityManager.EntityExists(target))
{
shell.WriteLine(Loc.GetString("shell-invalid-entity-id"));
return;
}
if (!entityManager.TryGetComponent<InventoryComponent?>(target, out var inventoryComponent))
{
shell.WriteLine(Loc.GetString("shell-target-entity-does-not-have-message",("missing", "inventory")));
return;
}
if (args.Length == 1)
{
if (shell.Player is not IPlayerSession player)
{
shell.WriteError(Loc.GetString("set-outfit-command-is-not-player-error"));
return;
}
var eui = IoCManager.Resolve<EuiManager>();
var ui = new SetOutfitEui(target);
eui.OpenEui(ui, player);
return;
}
var prototypeManager = IoCManager.Resolve<IPrototypeManager>();
if (!prototypeManager.TryIndex<StartingGearPrototype>(args[1], out var startingGear))
{
shell.WriteLine(Loc.GetString("set-outfit-command-invalid-outfit-id-error"));
return;
}
HumanoidCharacterProfile? profile = null;
// Check if we are setting the outfit of a player to respect the preferences
if (entityManager.TryGetComponent<ActorComponent?>(target, out var actorComponent))
{
var userId = actorComponent.PlayerSession.UserId;
var preferencesManager = IoCManager.Resolve<IServerPreferencesManager>();
var prefs = preferencesManager.GetPreferences(userId);
profile = prefs.SelectedCharacter as HumanoidCharacterProfile;
}
var invSystem = EntitySystem.Get<InventorySystem>();
if (invSystem.TryGetSlots(target, out var slotDefinitions, inventoryComponent))
{
foreach (var slot in slotDefinitions)
{
invSystem.TryUnequip(target, slot.Name, true, true, inventoryComponent);
var gearStr = startingGear.GetGear(slot.Name, profile);
if (gearStr == string.Empty)
{
continue;
}
var equipmentEntity = entityManager.SpawnEntity(gearStr, entityManager.GetComponent<TransformComponent>(target).Coordinates);
if (slot.Name == "id" &&
entityManager.TryGetComponent<PDAComponent?>(equipmentEntity, out var pdaComponent) &&
pdaComponent.ContainedID != null)
{
pdaComponent.ContainedID.FullName = entityManager.GetComponent<MetaDataComponent>(target).EntityName;
}
invSystem.TryEquip(target, equipmentEntity, slot.Name, true, inventory: inventoryComponent);
}
}
}
}
}