* loadouts update * Update loadout_groups.yml * darts to candles * Update Resources/Prototypes/Loadouts/dummy_entities.yml --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
188 lines
5.7 KiB
C#
188 lines
5.7 KiB
C#
using System.Linq;
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using Content.Shared.Body.Systems;
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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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// Wait until the character has all their organs before we give them their loadout
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SubscribeLocalEvent<LoadoutComponent, MapInitEvent>(OnMapInit, after: [typeof(SharedBodySystem)]);
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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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public EntProtoId? GetFirstOrNull(LoadoutPrototype loadout)
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{
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EntProtoId? proto = null;
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if (_protoMan.TryIndex(loadout.StartingGear, out var gear))
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{
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proto = GetFirstOrNull(gear);
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}
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proto ??= GetFirstOrNull((IEquipmentLoadout)loadout);
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return proto;
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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(IEquipmentLoadout? gear)
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{
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if (gear == null)
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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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public string GetName(LoadoutPrototype loadout)
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{
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if (loadout.DummyEntity is not null && _protoMan.TryIndex<EntityPrototype>(loadout.DummyEntity, out var proto))
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return proto.Name;
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if (_protoMan.TryIndex(loadout.StartingGear, out var gear))
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{
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return GetName(gear);
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}
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return GetName((IEquipmentLoadout) loadout);
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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(IEquipmentLoadout? gear)
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{
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if (gear == null)
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return string.Empty;
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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($"unknown");
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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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Equip(uid, component.StartingGear, component.RoleLoadout);
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}
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public void Equip(EntityUid uid, List<ProtoId<StartingGearPrototype>>? startingGear,
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List<ProtoId<RoleLoadoutPrototype>>? loadoutGroups)
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{
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// First, randomly pick a startingGear profile from those specified, and equip it.
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if (startingGear != null && startingGear.Count > 0)
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_station.EquipStartingGear(uid, _random.Pick(startingGear));
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if (loadoutGroups == null)
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{
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GearEquipped(uid);
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return;
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}
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// Then, randomly pick a RoleLoadout profile from those specified, and process/equip all LoadoutGroups from it.
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// For non-roundstart mobs there is no SelectedLoadout data, so minValue must be set in each LoadoutGroup to force selection.
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var id = _random.Pick(loadoutGroups);
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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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GearEquipped(uid);
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}
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public void GearEquipped(EntityUid uid)
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{
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var ev = new StartingGearEquippedEvent(uid);
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RaiseLocalEvent(uid, ref ev);
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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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