Chameleon clothing (#8444)
Co-authored-by: Moony <moonheart08@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
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using Content.Shared.Clothing.Components;
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using Content.Shared.Inventory;
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using Content.Shared.Item;
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using Content.Shared.Tag;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.Clothing.EntitySystems;
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public abstract class SharedChameleonClothingSystem : EntitySystem
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{
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[Dependency] private readonly IComponentFactory _factory = default!;
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[Dependency] private readonly IPrototypeManager _proto = default!;
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[Dependency] private readonly SharedItemSystem _itemSystem = default!;
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[Dependency] private readonly ClothingSystem _clothingSystem = default!;
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// Updates chameleon visuals and meta information.
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// This function is called on a server after user selected new outfit.
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// And after that on a client after state was updated.
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// This 100% makes sure that server and client have exactly same data.
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protected void UpdateVisuals(EntityUid uid, ChameleonClothingComponent component)
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{
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if (string.IsNullOrEmpty(component.SelectedId) ||
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!_proto.TryIndex(component.SelectedId, out EntityPrototype? proto))
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return;
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// world sprite icon
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UpdateSprite(uid, proto);
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// copy name and description
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var meta = MetaData(uid);
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meta.EntityName = proto.Name;
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meta.EntityDescription = proto.Description;
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// item sprite logic
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if (TryComp(uid, out ItemComponent? item) &&
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proto.TryGetComponent(out ItemComponent? otherItem, _factory))
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{
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_itemSystem.CopyVisuals(uid, otherItem, item);
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}
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// clothing sprite logic
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if (TryComp(uid, out SharedClothingComponent? clothing) &&
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proto.TryGetComponent("Clothing", out SharedClothingComponent? otherClothing))
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{
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_clothingSystem.CopyVisuals(uid, otherClothing, clothing);
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}
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}
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protected virtual void UpdateSprite(EntityUid uid, EntityPrototype proto) { }
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/// <summary>
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/// Check if this entity prototype is valid target for chameleon item.
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/// </summary>
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public bool IsValidTarget(EntityPrototype proto, SlotFlags chameleonSlot = SlotFlags.NONE)
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{
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// check if entity is valid
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if (proto.Abstract || proto.NoSpawn)
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return false;
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// check if it is marked as valid chameleon target
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if (!proto.TryGetComponent(out TagComponent? tags, _factory) || !tags.Tags.Contains("WhitelistChameleon"))
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return false;
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// check if it's valid clothing
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if (!proto.TryGetComponent("Clothing", out SharedClothingComponent? clothing))
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return false;
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if (!clothing.Slots.HasFlag(chameleonSlot))
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return false;
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return true;
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}
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}
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