* Replaced uses of Dirty(Component) with Dirty(Uid, Component) Modified some systems (notably pulling-related) to use uids. * Missed a few * Revert changes to pulling * No
77 lines
2.2 KiB
C#
77 lines
2.2 KiB
C#
using Content.Shared.Decals;
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using Content.Shared.Random.Helpers;
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using Content.Shared.Sprite;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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namespace Content.Server.Sprite;
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public sealed class RandomSpriteSystem: SharedRandomSpriteSystem
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{
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[Dependency] private readonly IPrototypeManager _prototype = 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<RandomSpriteComponent, ComponentGetState>(OnGetState);
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SubscribeLocalEvent<RandomSpriteComponent, MapInitEvent>(OnMapInit);
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}
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private void OnMapInit(EntityUid uid, RandomSpriteComponent component, MapInitEvent args)
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{
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if (component.Selected.Count > 0)
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return;
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if (component.Available.Count == 0)
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return;
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var groups = new List<Dictionary<string, Dictionary<string, string?>>>();
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if (component.GetAllGroups)
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{
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groups = component.Available;
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}
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else
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{
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groups.Add(_random.Pick(component.Available));
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}
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component.Selected.EnsureCapacity(groups.Count);
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Color? previousColor = null;
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foreach (var group in groups)
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{
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foreach (var layer in group)
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{
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Color? color = null;
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var selectedState = _random.Pick(layer.Value);
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if (!string.IsNullOrEmpty(selectedState.Value))
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{
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if (selectedState.Value == $"Inherit")
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color = previousColor;
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else
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{
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color = _random.Pick(_prototype.Index<ColorPalettePrototype>(selectedState.Value).Colors.Values);
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previousColor = color;
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}
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}
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component.Selected.Add(layer.Key, (selectedState.Key, color));
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}
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}
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Dirty(uid, component);
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}
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private void OnGetState(EntityUid uid, RandomSpriteComponent component, ref ComponentGetState args)
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{
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args.State = new RandomSpriteColorComponentState()
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{
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Selected = component.Selected,
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};
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}
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}
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