Еще одни фиксы апстрима (#671)
* wizard appearance system refactor * new helper method for drop anything from inventory * fix wizard and nukie inventory saving * remove wieldable from laser rifle * replace comment with todo
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@@ -1,6 +1,7 @@
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using Content.Server.Humanoid;
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using Content.Shared._White.Wizard.Appearance;
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using Content.Shared.Dataset;
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using Content.Shared.Humanoid.Prototypes;
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using Content.Shared.Preferences;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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@@ -22,8 +23,41 @@ public sealed class WizardAppearanceSystem : EntitySystem
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private void OnInit(EntityUid wizard, WizardAppearanceComponent appearance, ComponentInit _)
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{
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var random = IoCManager.Resolve<IRobustRandom>();
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var profile = HumanoidCharacterProfile.RandomWithSpecies().WithAge(random.Next(appearance.MinAge, appearance.MaxAge));
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Wizardify(wizard, appearance);
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}
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public void Wizardify(EntityUid wizard, WizardAppearanceComponent appearance)
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{
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var profile = GetWizardProfile(appearance);
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_humanoid.LoadProfile(wizard, profile);
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_metaData.SetEntityName(wizard, GetRandom(appearance.Name, string.Empty));
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}
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public string GetWizardName(WizardAppearanceComponent appearance)
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{
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return GetRandom(appearance.Name, string.Empty);
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}
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public EntityUid GetWizardEntity(WizardAppearanceComponent appearance)
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{
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var profile = GetWizardProfile(appearance);
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if (!_prototypeManager.TryIndex(profile.Species, out SpeciesPrototype? species))
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return EntityUid.Invalid;
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var entity = Spawn(species.Prototype);
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_humanoid.LoadProfile(entity, profile);
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_metaData.SetEntityName(entity, GetWizardName(appearance));
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return entity;
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}
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public HumanoidCharacterProfile GetWizardProfile(WizardAppearanceComponent appearance)
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{
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var profile = HumanoidCharacterProfile.RandomWithSpecies().WithAge(_random.Next(appearance.MinAge, appearance.MaxAge));
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var color = Color.FromHex(GetRandom(appearance.Color, "#B5B8B1"));
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var hair = GetRandom(appearance.Hair, "HumanHairAfricanPigtails");
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@@ -37,9 +71,7 @@ public sealed class WizardAppearanceSystem : EntitySystem
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.Appearance.WithHairColor(color))
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.Appearance.WithFacialHairColor(color));
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_humanoid.LoadProfile(wizard, profile);
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_metaData.SetEntityName(wizard, GetRandom(appearance.Name, string.Empty));
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return profile;
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}
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private string GetRandom(string list, string ifNull)
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@@ -4,9 +4,10 @@ using Content.Server.Mind;
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using Content.Server.RoundEnd;
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using Content.Shared.Mobs;
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using System.Linq;
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using Content.Server._White.Wizard.Appearance;
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using Content.Server.Objectives;
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using Content.Server.StationEvents.Components;
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using Content.Shared._White.Mood;
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using Content.Shared._White.Wizard.Appearance;
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using Content.Shared.Mind;
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using Content.Shared.Objectives.Components;
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@@ -20,12 +21,16 @@ public sealed class WizardRuleSystem : GameRuleSystem<WizardRuleComponent>
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[Dependency] private readonly MindSystem _mind = default!;
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[Dependency] private readonly RoundEndSystem _roundEndSystem = default!;
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[Dependency] private readonly ObjectivesSystem _objectives = default!;
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[Dependency] private readonly WizardAppearanceSystem _wizardAppearance = default!;
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private const string WizardObjective = "WizardSurviveObjective";
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/// <inheritdoc/>
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<WizardRuleComponent, AntagSelectEntityEvent>(OnAntagSelectEntity);
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SubscribeLocalEvent<WizardRuleComponent, AfterAntagEntitySelectedEvent>(AfterEntitySelected);
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SubscribeLocalEvent<WizardComponent, MobStateChangedEvent>(OnMobStateChanged);
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@@ -46,7 +51,7 @@ public sealed class WizardRuleSystem : GameRuleSystem<WizardRuleComponent>
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private void GiveObjectives(EntityUid mindId, MindComponent mind, WizardRuleComponent wizardRule)
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{
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_mind.TryAddObjective(mindId, mind, "WizardSurviveObjective");
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_mind.TryAddObjective(mindId, mind, WizardObjective);
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var difficulty = 0f;
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for (var pick = 0; pick < 6 && 8 > difficulty; pick++)
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@@ -66,6 +71,24 @@ public sealed class WizardRuleSystem : GameRuleSystem<WizardRuleComponent>
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MakeWizard(args.EntityUid, ent);
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}
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private void OnAntagSelectEntity(Entity<WizardRuleComponent> ent, ref AntagSelectEntityEvent args)
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{
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if (args.Handled)
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return;
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if (!args.Entity.HasValue)
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return;
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var wizardAppearanceComponent = EnsureComp<WizardAppearanceComponent>(args.Entity.Value);
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// TODO: Пофиксить, что игрун сохраняет свой прототип вместе с расой и остаются абилки расы
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var entity = _wizardAppearance.GetWizardEntity(wizardAppearanceComponent);
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if (entity != EntityUid.Invalid)
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args.Entity = entity;
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}
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private void MakeWizard(EntityUid wizard, WizardRuleComponent component, bool giveObjectives = true)
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{
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if (!_mind.TryGetMind(wizard, out var mindId, out var mind))
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