Files
tbd-station-14/Content.Shared/Clothing/LoadoutSystem.cs
Ed 1c33073af4 Multiple items in loadouts (#33193)
* 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>
2024-12-24 01:24:19 +01:00

188 lines
5.7 KiB
C#

using System.Linq;
using Content.Shared.Body.Systems;
using Content.Shared.Clothing.Components;
using Content.Shared.Humanoid;
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;
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 ActorSystem _actors = default!;
[Dependency] private readonly SharedStationSpawningSystem _station = default!;
[Dependency] private readonly IPrototypeManager _protoMan = default!;
[Dependency] private readonly IRobustRandom _random = default!;
public override void Initialize()
{
base.Initialize();
// Wait until the character has all their organs before we give them their loadout
SubscribeLocalEvent<LoadoutComponent, MapInitEvent>(OnMapInit, after: [typeof(SharedBodySystem)]);
}
public static string GetJobPrototype(string? loadout)
{
if (string.IsNullOrEmpty(loadout))
return string.Empty;
return "Job" + loadout;
}
public EntProtoId? GetFirstOrNull(LoadoutPrototype loadout)
{
EntProtoId? proto = null;
if (_protoMan.TryIndex(loadout.StartingGear, out var gear))
{
proto = GetFirstOrNull(gear);
}
proto ??= GetFirstOrNull((IEquipmentLoadout)loadout);
return proto;
}
/// <summary>
/// Tries to get the first entity prototype for operations such as sprite drawing.
/// </summary>
public EntProtoId? GetFirstOrNull(IEquipmentLoadout? gear)
{
if (gear == null)
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;
}
public string GetName(LoadoutPrototype loadout)
{
if (loadout.DummyEntity is not null && _protoMan.TryIndex<EntityPrototype>(loadout.DummyEntity, out var proto))
return proto.Name;
if (_protoMan.TryIndex(loadout.StartingGear, out var gear))
{
return GetName(gear);
}
return GetName((IEquipmentLoadout) loadout);
}
/// <summary>
/// Tries to get the name of a loadout.
/// </summary>
public string GetName(IEquipmentLoadout? gear)
{
if (gear == null)
return string.Empty;
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($"unknown");
}
private void OnMapInit(EntityUid uid, LoadoutComponent component, MapInitEvent args)
{
Equip(uid, component.StartingGear, component.RoleLoadout);
}
public void Equip(EntityUid uid, List<ProtoId<StartingGearPrototype>>? startingGear,
List<ProtoId<RoleLoadoutPrototype>>? loadoutGroups)
{
// First, randomly pick a startingGear profile from those specified, and equip it.
if (startingGear != null && startingGear.Count > 0)
_station.EquipStartingGear(uid, _random.Pick(startingGear));
if (loadoutGroups == null)
{
GearEquipped(uid);
return;
}
// Then, randomly pick a RoleLoadout profile from those specified, and process/equip all LoadoutGroups from it.
// For non-roundstart mobs there is no SelectedLoadout data, so minValue must be set in each LoadoutGroup to force selection.
var id = _random.Pick(loadoutGroups);
var proto = _protoMan.Index(id);
var loadout = new RoleLoadout(id);
loadout.SetDefault(GetProfile(uid), _actors.GetSession(uid), _protoMan, true);
_station.EquipRoleLoadout(uid, loadout, proto);
GearEquipped(uid);
}
public void GearEquipped(EntityUid uid)
{
var ev = new StartingGearEquippedEvent(uid);
RaiseLocalEvent(uid, ref ev);
}
public HumanoidCharacterProfile GetProfile(EntityUid? uid)
{
if (TryComp(uid, out HumanoidAppearanceComponent? appearance))
{
return HumanoidCharacterProfile.DefaultWithSpecies(appearance.Species);
}
return HumanoidCharacterProfile.Random();
}
}