Co-authored-by: mirrorcult <lunarautomaton6@gmail.com>
This commit is contained in:
Alex Evgrashin
2022-01-19 01:18:22 +03:00
committed by GitHub
parent ac36f15a70
commit 16a532137d
12 changed files with 155 additions and 12 deletions

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using Robust.Shared.GameObjects;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Server.Speech.Components;
/// <summary>
/// Applies accent to user while they wear entity as a clothing.
/// </summary>
[RegisterComponent]
public class AddAccentClothingComponent : Component
{
public override string Name => "AddAccentClothing";
/// <summary>
/// Component name for accent that will be applied.
/// </summary>
[DataField("accent", required: true)]
public string Accent = default!;
/// <summary>
/// What <see cref="ReplacementAccentPrototype"/> to use.
/// Will be applied only with <see cref="ReplacementAccentComponent"/>.
/// </summary>
[DataField("replacement", customTypeSerializer: typeof(PrototypeIdSerializer<ReplacementAccentPrototype>))]
public string? ReplacementPrototype;
/// <summary>
/// Is that clothing is worn and affecting someones accent?
/// </summary>
public bool IsActive = false;
}

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using Content.Server.Clothing.Components;
using Content.Server.Speech.Components;
using Content.Shared.Inventory.Events;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
namespace Content.Server.Speech.EntitySystems;
public class AddAccentClothingSystem : EntitySystem
{
[Dependency] private readonly IComponentFactory _componentFactory = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<AddAccentClothingComponent, GotEquippedEvent>(OnGotEquipped);
SubscribeLocalEvent<AddAccentClothingComponent, GotUnequippedEvent>(OnGotUnequipped);
}
private void OnGotEquipped(EntityUid uid, AddAccentClothingComponent component, GotEquippedEvent args)
{
if (!TryComp(uid, out ClothingComponent? clothing))
return;
// check if entity was actually used as clothing
// not just taken in pockets or something
var isCorrectSlot = clothing.SlotFlags.HasFlag(args.SlotFlags);
if (!isCorrectSlot) return;
// does the user already has this accent?
var componentType = _componentFactory.GetRegistration(component.Accent).Type;
if (EntityManager.HasComponent(args.Equipee, componentType)) return;
// add accent to the user
var accentComponent = (Component) _componentFactory.GetComponent(componentType);
accentComponent.Owner = args.Equipee;
EntityManager.AddComponent(args.Equipee, accentComponent);
// snowflake case for replacement accent
if (accentComponent is ReplacementAccentComponent rep)
rep.Accent = component.ReplacementPrototype!;
component.IsActive = true;
}
private void OnGotUnequipped(EntityUid uid, AddAccentClothingComponent component, GotUnequippedEvent args)
{
if (!component.IsActive)
return;
// try to remove accent
var componentType = _componentFactory.GetRegistration(component.Accent).Type;
if (EntityManager.HasComponent(args.Equipee, componentType))
{
EntityManager.RemoveComponent(args.Equipee, componentType);
}
component.IsActive = false;
}
}