Files
tbd-station-14/Content.Shared/Clothing/LoadoutSystem.cs
Ed e522bbf90d New event: Approaching unknown shuttle (#24490)
* setup codebase

* Add first shuttle

* tak

* sync striker

* sync 2

* pipipi

* Preloaded roundstart shuttles!

* Make it abstract "PreloaderGrid" not "PreloaderShuttle"

* to do

* added china cuisin shuttle

* fixes

* add disaster evacpod

* remove enemy

* final shuttles

* weight 5 -> 10

* move data to component

* remove autotrailer touching

* doc, respath

* fix frozen positioning

* fixes + cvar

* finally

* fix evacpod

* remove blacklistrules

* remove `UnknownShuttleSpawnRule`, refactor `LoadMapRule` to support preloaded grids

* use tryload

* cleanup

* fixes

* use preloadedgrid for loneops

* weight unknown shuttles differently (preliminal)

* leftover

* cleanup and raffling

* partial review

* singleton gridpreloader no station coupling

* fix grid atmoses

* `roleLoadout` support for `LoadoutComponent`, fix missing gear

* weighting changes

* init logic fix

---------

Co-authored-by: Kara <lunarautomaton6@gmail.com>
2024-05-10 04:35:59 -07:00

132 lines
3.8 KiB
C#

using System.Linq;
using Content.Shared.Clothing.Components;
using Content.Shared.Preferences.Loadouts;
using Content.Shared.Roles;
using Content.Shared.Station;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
namespace Content.Shared.Clothing;
/// <summary>
/// Assigns a loadout to an entity based on the RoleLoadout prototype
/// </summary>
public sealed class LoadoutSystem : EntitySystem
{
// Shared so we can predict it for placement manager.
[Dependency] private readonly SharedStationSpawningSystem _station = default!;
[Dependency] private readonly IPrototypeManager _protoMan = default!;
[Dependency] private readonly IRobustRandom _random = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<LoadoutComponent, MapInitEvent>(OnMapInit);
}
public static string GetJobPrototype(string? loadout)
{
if (string.IsNullOrEmpty(loadout))
return string.Empty;
return "Job" + loadout;
}
/// <summary>
/// Tries to get the first entity prototype for operations such as sprite drawing.
/// </summary>
public EntProtoId? GetFirstOrNull(LoadoutPrototype loadout)
{
if (!_protoMan.TryIndex(loadout.Equipment, out var gear))
return null;
var count = gear.Equipment.Count + gear.Inhand.Count + gear.Storage.Values.Sum(x => x.Count);
if (count == 1)
{
if (gear.Equipment.Count == 1 && _protoMan.TryIndex<EntityPrototype>(gear.Equipment.Values.First(), out var proto))
{
return proto.ID;
}
if (gear.Inhand.Count == 1 && _protoMan.TryIndex<EntityPrototype>(gear.Inhand[0], out proto))
{
return proto.ID;
}
// Storage moment
foreach (var ents in gear.Storage.Values)
{
foreach (var ent in ents)
{
return ent;
}
}
}
return null;
}
/// <summary>
/// Tries to get the name of a loadout.
/// </summary>
public string GetName(LoadoutPrototype loadout)
{
if (!_protoMan.TryIndex(loadout.Equipment, out var gear))
return Loc.GetString("loadout-unknown");
var count = gear.Equipment.Count + gear.Storage.Values.Sum(o => o.Count) + gear.Inhand.Count;
if (count == 1)
{
if (gear.Equipment.Count == 1 && _protoMan.TryIndex<EntityPrototype>(gear.Equipment.Values.First(), out var proto))
{
return proto.Name;
}
if (gear.Inhand.Count == 1 && _protoMan.TryIndex<EntityPrototype>(gear.Inhand[0], out proto))
{
return proto.Name;
}
foreach (var values in gear.Storage.Values)
{
if (values.Count != 1)
continue;
if (_protoMan.TryIndex<EntityPrototype>(values[0], out proto))
{
return proto.Name;
}
break;
}
}
return Loc.GetString($"loadout-{loadout.ID}");
}
private void OnMapInit(EntityUid uid, LoadoutComponent component, MapInitEvent args)
{
// Use starting gear if specified
if (component.StartingGear != null)
{
var gear = _protoMan.Index(_random.Pick(component.StartingGear));
_station.EquipStartingGear(uid, gear);
return;
}
if (component.RoleLoadout == null)
return;
// ...otherwise equip from role loadout
var id = _random.Pick(component.RoleLoadout);
var proto = _protoMan.Index(id);
var loadout = new RoleLoadout(id);
loadout.SetDefault(_protoMan, true);
_station.EquipRoleLoadout(uid, loadout, proto);
}
}