* Don't use invalid defaults for loadouts At the time it made more sense but now with species specific stuff it's better to have nothing. * Loadout SetDefault only applies valid loadouts
146 lines
4.3 KiB
C#
146 lines
4.3 KiB
C#
using System.Linq;
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using Content.Shared.Clothing.Components;
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using Content.Shared.Humanoid;
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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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using Robust.Shared.Random;
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namespace Content.Shared.Clothing;
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/// <summary>
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/// Assigns a loadout to an entity based on the RoleLoadout prototype
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/// </summary>
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public sealed class LoadoutSystem : EntitySystem
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{
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// Shared so we can predict it for placement manager.
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[Dependency] private readonly ActorSystem _actors = default!;
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[Dependency] private readonly SharedStationSpawningSystem _station = default!;
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[Dependency] private readonly IPrototypeManager _protoMan = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<LoadoutComponent, MapInitEvent>(OnMapInit);
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}
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public static string GetJobPrototype(string? loadout)
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{
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if (string.IsNullOrEmpty(loadout))
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return string.Empty;
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return "Job" + loadout;
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}
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/// <summary>
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/// Tries to get the first entity prototype for operations such as sprite drawing.
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/// </summary>
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public EntProtoId? GetFirstOrNull(LoadoutPrototype loadout)
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{
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if (!_protoMan.TryIndex(loadout.Equipment, out var gear))
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return null;
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var count = gear.Equipment.Count + gear.Inhand.Count + gear.Storage.Values.Sum(x => x.Count);
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if (count == 1)
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{
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if (gear.Equipment.Count == 1 && _protoMan.TryIndex<EntityPrototype>(gear.Equipment.Values.First(), out var proto))
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{
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return proto.ID;
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}
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if (gear.Inhand.Count == 1 && _protoMan.TryIndex<EntityPrototype>(gear.Inhand[0], out proto))
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{
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return proto.ID;
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}
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// Storage moment
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foreach (var ents in gear.Storage.Values)
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{
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foreach (var ent in ents)
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{
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return ent;
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}
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}
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}
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return null;
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}
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/// <summary>
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/// Tries to get the name of a loadout.
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/// </summary>
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public string GetName(LoadoutPrototype loadout)
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{
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if (!_protoMan.TryIndex(loadout.Equipment, out var gear))
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return Loc.GetString("loadout-unknown");
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var count = gear.Equipment.Count + gear.Storage.Values.Sum(o => o.Count) + gear.Inhand.Count;
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if (count == 1)
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{
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if (gear.Equipment.Count == 1 && _protoMan.TryIndex<EntityPrototype>(gear.Equipment.Values.First(), out var proto))
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{
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return proto.Name;
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}
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if (gear.Inhand.Count == 1 && _protoMan.TryIndex<EntityPrototype>(gear.Inhand[0], out proto))
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{
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return proto.Name;
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}
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foreach (var values in gear.Storage.Values)
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{
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if (values.Count != 1)
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continue;
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if (_protoMan.TryIndex<EntityPrototype>(values[0], out proto))
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{
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return proto.Name;
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}
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break;
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}
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}
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return Loc.GetString($"loadout-{loadout.ID}");
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}
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private void OnMapInit(EntityUid uid, LoadoutComponent component, MapInitEvent args)
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{
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// Use starting gear if specified
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if (component.StartingGear != null)
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{
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var gear = _protoMan.Index(_random.Pick(component.StartingGear));
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_station.EquipStartingGear(uid, gear);
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return;
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}
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if (component.RoleLoadout == null)
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return;
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// ...otherwise equip from role loadout
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var id = _random.Pick(component.RoleLoadout);
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var proto = _protoMan.Index(id);
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var loadout = new RoleLoadout(id);
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loadout.SetDefault(GetProfile(uid), _actors.GetSession(uid), _protoMan, true);
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_station.EquipRoleLoadout(uid, loadout, proto);
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}
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public HumanoidCharacterProfile GetProfile(EntityUid? uid)
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{
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if (TryComp(uid, out HumanoidAppearanceComponent? appearance))
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{
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return HumanoidCharacterProfile.DefaultWithSpecies(appearance.Species);
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}
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return HumanoidCharacterProfile.Random();
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}
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}
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