Fix clown not being clumsy (#5208)

Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
This commit is contained in:
Ephememory
2022-02-16 08:24:38 -06:00
committed by GitHub
parent 6b7919678e
commit 8b1a711843
6 changed files with 36 additions and 17 deletions

View File

@@ -1,25 +1,35 @@
using Content.Shared.Roles;
using JetBrains.Annotations;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.Manager;
namespace Content.Server.Jobs
{
[UsedImplicitly]
public sealed class AddComponentSpecial : JobSpecial
{
// TODO: Type serializer that ensures the component exists.
[DataField("component", required:true)]
public string Component { get; } = string.Empty;
[DataField("components")]
[AlwaysPushInheritance]
public EntityPrototype.ComponentRegistry Components { get; } = new();
public override void AfterEquip(EntityUid mob)
{
// Yes, this will throw if your component is invalid.
var component = (Component)IoCManager.Resolve<IComponentFactory>().GetComponent(Component);
component.Owner = mob;
// now its a registry of components, still throws i bet.
// TODO: This is hot garbage and probably needs an engine change to not be a POS.
var factory = IoCManager.Resolve<IComponentFactory>();
var entityManager = IoCManager.Resolve<IEntityManager>();
var serializationManager = IoCManager.Resolve<ISerializationManager>();
IoCManager.Resolve<IEntityManager>().AddComponent(mob, component);
foreach (var (name, data) in Components)
{
var component = (Component) factory.GetComponent(name);
component.Owner = mob;
var copied = (Component?) serializationManager.Copy(data, component, null);
if (copied != null)
entityManager.AddComponent(mob, copied);
}
}
}
}