* base

* remove redudant shit

* implement needed

* doc

* manager

* Commands

* Update AspectManager.cs

* oops, hardcoded!

* fix

* похуй

* да похуй

* увфывфывфывфыв

* Update AspectManager.cs

* RandomAccentAspect

* avoid repeating

* FastAndFuriousAccent

* Update Aspects.yml

* Update FastandFuriousAspect.cs

* RandomAppearanceAspect

* helpers and some shit

* Bombassssssss

* DrunkAspect

* CargoRich

* TraitoredAspect

* require info and feature to force aspect

* add exec only in lobby

* deforce command

* Update TraitoredAspect.cs

* Prepare for Bloody and Weak Aspects.

* comments

* WeakWallsAspect

* tweak

* NoEngineAspect

* airunlock aspect

* BloodyAspect

* WeakAspect

* BattledAspect

* I Have Two Butts But I must Seat

* веса

* Update WhiteCVars.cs
This commit is contained in:
rhailrake
2023-09-17 18:51:42 +06:00
committed by Aviu00
parent 015bb02e86
commit 6db5d91e1c
52 changed files with 1902 additions and 9 deletions

View File

@@ -0,0 +1,49 @@
using Content.Server.Access.Systems;
using Content.Server.Humanoid;
using Content.Server.IdentityManagement;
using Content.Server.PDA;
using Content.Shared.Access.Components;
using Content.Shared.Inventory;
using Content.Shared.PDA;
using Content.Shared.Preferences;
namespace Content.Server.White.Other.RandomHumanSystem;
public sealed class RandomHumanSystem : EntitySystem
{
[Dependency] private readonly HumanoidAppearanceSystem _humanoid = default!;
[Dependency] private readonly MetaDataSystem _metaData = default!;
[Dependency] private readonly InventorySystem _inventorySystem = default!;
[Dependency] private readonly IdCardSystem _card = default!;
[Dependency] private readonly PdaSystem _pda = default!;
[Dependency] private readonly IdentitySystem _identity = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<RandomHumanComponent, ComponentInit>(OnInit);
}
private void OnInit(EntityUid uid, RandomHumanComponent component, ComponentInit args)
{
var newProfile = HumanoidCharacterProfile.RandomWithSpecies();
_humanoid.LoadProfile(uid, newProfile);
_metaData.SetEntityName(uid, newProfile.Name);
if (!_inventorySystem.TryGetSlotEntity(uid, "id", out var idUid))
return;
if (!EntityManager.TryGetComponent(idUid, out PdaComponent? pdaComponent) || !TryComp<IdCardComponent>(pdaComponent.ContainedId, out var card))
return;
var cardId = pdaComponent.ContainedId.Value;
_card.TryChangeFullName(cardId, newProfile.Name, card);
_pda.SetOwner(idUid.Value, pdaComponent, newProfile.Name);
_identity.QueueIdentityUpdate(uid);
}
}