* 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>
55 lines
2.3 KiB
C#
55 lines
2.3 KiB
C#
using System.Collections.Generic;
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using Content.Shared.Preferences;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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using Robust.Shared.ViewVariables;
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namespace Content.Shared.Roles
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{
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[Prototype("startingGear")]
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public class StartingGearPrototype : IPrototype
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{
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// TODO: Custom TypeSerializer for dictionary value prototype IDs
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[DataField("equipment")] private Dictionary<string, string> _equipment = new();
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/// <summary>
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/// if empty, there is no skirt override - instead the uniform provided in equipment is added.
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/// </summary>
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[DataField("innerclothingskirt", customTypeSerializer:typeof(PrototypeIdSerializer<EntityPrototype>))]
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private string _innerClothingSkirt = string.Empty;
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[DataField("satchel", customTypeSerializer:typeof(PrototypeIdSerializer<EntityPrototype>))]
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private string _satchel = string.Empty;
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[DataField("duffelbag", customTypeSerializer:typeof(PrototypeIdSerializer<EntityPrototype>))]
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private string _duffelbag = string.Empty;
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public IReadOnlyDictionary<string, string> Inhand => _inHand;
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/// <summary>
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/// hand index, item prototype
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/// </summary>
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[DataField("inhand")]
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private Dictionary<string, string> _inHand = new(0);
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[ViewVariables]
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[DataField("id", required: true)]
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public string ID { get; } = string.Empty;
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public string GetGear(string slot, HumanoidCharacterProfile? profile)
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{
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if (profile != null)
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{
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if (slot == "jumpsuit" && profile.Clothing == ClothingPreference.Jumpskirt && !string.IsNullOrEmpty(_innerClothingSkirt))
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return _innerClothingSkirt;
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if (slot == "back" && profile.Backpack == BackpackPreference.Satchel && !string.IsNullOrEmpty(_satchel))
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return _satchel;
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if (slot == "back" && profile.Backpack == BackpackPreference.Duffelbag && !string.IsNullOrEmpty(_duffelbag))
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return _duffelbag;
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}
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return _equipment.TryGetValue(slot, out var equipment) ? equipment : string.Empty;
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}
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}
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}
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