92 lines
3.3 KiB
C#
92 lines
3.3 KiB
C#
using Content.Shared.Clothing.Components;
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using Content.Shared.Inventory;
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using Content.Shared.Inventory.Events;
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using Content.Shared.Item;
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using Content.Shared.Tag;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.Clothing.EntitySystems;
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public abstract class SharedChameleonClothingSystem : EntitySystem
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{
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[Dependency] private readonly IComponentFactory _factory = default!;
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[Dependency] private readonly IPrototypeManager _proto = default!;
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[Dependency] private readonly SharedItemSystem _itemSystem = default!;
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[Dependency] private readonly ClothingSystem _clothingSystem = default!;
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[Dependency] private readonly MetaDataSystem _metaData = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ChameleonClothingComponent, GotEquippedEvent>(OnGotEquipped);
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SubscribeLocalEvent<ChameleonClothingComponent, GotUnequippedEvent>(OnGotUnequipped);
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}
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private void OnGotEquipped(EntityUid uid, ChameleonClothingComponent component, GotEquippedEvent args)
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{
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component.User = args.Equipee;
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}
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private void OnGotUnequipped(EntityUid uid, ChameleonClothingComponent component, GotUnequippedEvent args)
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{
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component.User = null;
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}
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// Updates chameleon visuals and meta information.
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// This function is called on a server after user selected new outfit.
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// And after that on a client after state was updated.
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// This 100% makes sure that server and client have exactly same data.
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protected void UpdateVisuals(EntityUid uid, ChameleonClothingComponent component)
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{
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if (string.IsNullOrEmpty(component.SelectedId) ||
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!_proto.TryIndex(component.SelectedId, out EntityPrototype? proto))
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return;
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// world sprite icon
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UpdateSprite(uid, proto);
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// copy name and description
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var meta = MetaData(uid);
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_metaData.SetEntityName(uid, proto.Name, meta);
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_metaData.SetEntityDescription(uid, proto.Description, meta);
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// item sprite logic
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if (TryComp(uid, out ItemComponent? item) &&
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proto.TryGetComponent(out ItemComponent? otherItem, _factory))
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{
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_itemSystem.CopyVisuals(uid, otherItem, item);
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}
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// clothing sprite logic
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if (TryComp(uid, out ClothingComponent? clothing) &&
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proto.TryGetComponent("Clothing", out ClothingComponent? otherClothing))
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{
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_clothingSystem.CopyVisuals(uid, otherClothing, clothing);
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}
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}
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protected virtual void UpdateSprite(EntityUid uid, EntityPrototype proto) { }
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/// <summary>
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/// Check if this entity prototype is valid target for chameleon item.
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/// </summary>
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public bool IsValidTarget(EntityPrototype proto, SlotFlags chameleonSlot = SlotFlags.NONE)
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{
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// check if entity is valid
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if (proto.Abstract || proto.NoSpawn)
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return false;
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// check if it is marked as valid chameleon target
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if (!proto.TryGetComponent(out TagComponent? tags, _factory) || !tags.Tags.Contains("WhitelistChameleon"))
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return false;
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// check if it's valid clothing
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if (!proto.TryGetComponent("Clothing", out ClothingComponent? clothing))
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return false;
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if (!clothing.Slots.HasFlag(chameleonSlot))
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return false;
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return true;
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}
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}
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