Files
tbd-station-14/Content.Client/Clothing/Systems/ChameleonClothingSystem.cs
Alex Evgrashin 9ce3a18e3f Chameleon clothing (#8444)
Co-authored-by: Moony <moonheart08@users.noreply.github.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2022-09-14 18:42:14 +10:00

111 lines
3.3 KiB
C#

using System.Linq;
using Content.Shared.Clothing.Components;
using Content.Shared.Clothing.EntitySystems;
using Content.Shared.Inventory;
using Robust.Client.GameObjects;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
namespace Content.Client.Clothing.Systems;
// All valid items for chameleon are calculated on client startup and stored in dictionary.
public sealed class ChameleonClothingSystem : SharedChameleonClothingSystem
{
[Dependency] private readonly IPrototypeManager _proto = default!;
[Dependency] private readonly IComponentFactory _factory = default!;
private static readonly SlotFlags[] IgnoredSlots =
{
SlotFlags.All,
SlotFlags.PREVENTEQUIP,
SlotFlags.NONE
};
private static readonly SlotFlags[] Slots = Enum.GetValues<SlotFlags>().Except(IgnoredSlots).ToArray();
private readonly Dictionary<SlotFlags, List<string>> _data = new();
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<ChameleonClothingComponent, ComponentHandleState>(HandleState);
PrepareAllVariants();
_proto.PrototypesReloaded += OnProtoReloaded;
}
public override void Shutdown()
{
base.Shutdown();
_proto.PrototypesReloaded -= OnProtoReloaded;
}
private void OnProtoReloaded(PrototypesReloadedEventArgs _)
{
PrepareAllVariants();
}
private void HandleState(EntityUid uid, ChameleonClothingComponent component, ref ComponentHandleState args)
{
if (args.Current is not ChameleonClothingComponentState state)
return;
component.SelectedId = state.SelectedId;
UpdateVisuals(uid, component);
}
protected override void UpdateSprite(EntityUid uid, EntityPrototype proto)
{
base.UpdateSprite(uid, proto);
if (TryComp(uid, out SpriteComponent? sprite)
&& proto.TryGetComponent(out SpriteComponent? otherSprite, _factory))
{
sprite.CopyFrom(otherSprite);
}
}
/// <summary>
/// Get a list of valid chameleon targets for these slots.
/// </summary>
public IEnumerable<string> GetValidTargets(SlotFlags slot)
{
var set = new HashSet<string>();
foreach (var availableSlot in _data.Keys)
{
if (slot.HasFlag(availableSlot))
{
set.UnionWith(_data[availableSlot]);
}
}
return set;
}
private void PrepareAllVariants()
{
_data.Clear();
var prototypes = _proto.EnumeratePrototypes<EntityPrototype>();
foreach (var proto in prototypes)
{
// check if this is valid clothing
if (!IsValidTarget(proto))
continue;
if (!proto.TryGetComponent(out ClothingComponent? item, _factory))
continue;
// sort item by their slot flags
// one item can be placed in several buckets
foreach (var slot in Slots)
{
if (!item.Slots.HasFlag(slot))
continue;
if (!_data.ContainsKey(slot))
{
_data.Add(slot, new List<string>());
}
_data[slot].Add(proto.ID);
}
}
}
}