Files
tbd-station-14/Content.Server/Clothing/Systems/OutfitSystem.cs
Kyle Tyo d36a45a57f Relocate SetOutfit method to ServerClothingSystem and LEC setoutfit command. (#38391)
* that'll do

* requested changes.

* missed this.
2025-06-19 01:50:10 +02:00

110 lines
4.7 KiB
C#

using Content.Server.Hands.Systems;
using Content.Server.Preferences.Managers;
using Content.Shared.Access.Components;
using Content.Shared.Clothing;
using Content.Shared.Hands.Components;
using Content.Shared.Humanoid;
using Content.Shared.Inventory;
using Content.Shared.PDA;
using Content.Shared.Preferences;
using Content.Shared.Preferences.Loadouts;
using Content.Shared.Roles;
using Content.Shared.Station;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
namespace Content.Server.Clothing.Systems;
public sealed class OutfitSystem : EntitySystem
{
[Dependency] private readonly IServerPreferencesManager _preferenceManager = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly HandsSystem _handSystem = default!;
[Dependency] private readonly InventorySystem _invSystem = default!;
[Dependency] private readonly SharedStationSpawningSystem _spawningSystem = default!;
public bool SetOutfit(EntityUid target, string gear, Action<EntityUid, EntityUid>? onEquipped = null)
{
if (!EntityManager.TryGetComponent(target, out InventoryComponent? inventoryComponent))
return false;
if (!_prototypeManager.TryIndex<StartingGearPrototype>(gear, out var startingGear))
return false;
HumanoidCharacterProfile? profile = null;
ICommonSession? session = null;
// Check if we are setting the outfit of a player to respect the preferences
if (EntityManager.TryGetComponent(target, out ActorComponent? actorComponent))
{
session = actorComponent.PlayerSession;
var userId = actorComponent.PlayerSession.UserId;
var prefs = _preferenceManager.GetPreferences(userId);
profile = prefs.SelectedCharacter as HumanoidCharacterProfile;
}
if (_invSystem.TryGetSlots(target, out var slots))
{
foreach (var slot in slots)
{
_invSystem.TryUnequip(target, slot.Name, true, true, false, inventoryComponent);
var gearStr = ((IEquipmentLoadout) startingGear).GetGear(slot.Name);
if (gearStr == string.Empty)
continue;
var equipmentEntity = EntityManager.SpawnEntity(gearStr, EntityManager.GetComponent<TransformComponent>(target).Coordinates);
if (slot.Name == "id" &&
EntityManager.TryGetComponent(equipmentEntity, out PdaComponent? pdaComponent) &&
EntityManager.TryGetComponent<IdCardComponent>(pdaComponent.ContainedId, out var id))
{
id.FullName = EntityManager.GetComponent<MetaDataComponent>(target).EntityName;
}
_invSystem.TryEquip(target, equipmentEntity, slot.Name, silent: true, force: true, inventory: inventoryComponent);
onEquipped?.Invoke(target, equipmentEntity);
}
}
if (EntityManager.TryGetComponent(target, out HandsComponent? handsComponent))
{
var coords = EntityManager.GetComponent<TransformComponent>(target).Coordinates;
foreach (var prototype in startingGear.Inhand)
{
var inhandEntity = EntityManager.SpawnEntity(prototype, coords);
_handSystem.TryPickup(target, inhandEntity, checkActionBlocker: false, handsComp: handsComponent);
}
}
// See if this starting gear is associated with a job
var jobs = _prototypeManager.EnumeratePrototypes<JobPrototype>();
foreach (var job in jobs)
{
if (job.StartingGear != gear)
continue;
var jobProtoId = LoadoutSystem.GetJobPrototype(job.ID);
if (!_prototypeManager.TryIndex<RoleLoadoutPrototype>(jobProtoId, out var jobProto))
break;
// Don't require a player, so this works on Urists
profile ??= EntityManager.TryGetComponent<HumanoidAppearanceComponent>(target, out var comp)
? HumanoidCharacterProfile.DefaultWithSpecies(comp.Species)
: new HumanoidCharacterProfile();
// Try to get the user's existing loadout for the role
profile.Loadouts.TryGetValue(jobProtoId, out var roleLoadout);
if (roleLoadout == null)
{
// If they don't have a loadout for the role, make a default one
roleLoadout = new RoleLoadout(jobProtoId);
roleLoadout.SetDefault(profile, session, _prototypeManager);
}
// Equip the target with the job loadout
_spawningSystem.EquipRoleLoadout(target, roleLoadout, jobProto);
}
return true;
}
}