security HUD now shows a job icon on entities with a body (#18054)
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117
Content.Client/Overlays/EquipmentHudSystem.cs
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117
Content.Client/Overlays/EquipmentHudSystem.cs
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using Content.Shared.GameTicking;
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using Content.Shared.Inventory;
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using Content.Shared.Inventory.Events;
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using Robust.Client.GameObjects;
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using Robust.Client.Player;
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namespace Content.Client.Overlays;
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/// <summary>
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/// This is a base system to make it easier to enable or disabling UI elements based on whether or not the player has
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/// some component, either on their controlled entity on some worn piece of equipment.
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/// </summary>
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public abstract class EquipmentHudSystem<T> : EntitySystem where T : IComponent
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{
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[Dependency] private readonly IPlayerManager _player = default!;
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protected bool IsActive;
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protected virtual SlotFlags TargetSlots => ~SlotFlags.POCKET;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<T, ComponentStartup>(OnStartup);
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SubscribeLocalEvent<T, ComponentRemove>(OnRemove);
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SubscribeLocalEvent<PlayerAttachedEvent>(OnPlayerAttached);
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SubscribeLocalEvent<PlayerDetachedEvent>(OnPlayerDetached);
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SubscribeLocalEvent<T, GotEquippedEvent>(OnCompEquip);
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SubscribeLocalEvent<T, GotUnequippedEvent>(OnCompUnequip);
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SubscribeLocalEvent<T, RefreshEquipmentHudEvent<T>>(OnRefreshComponentHud);
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SubscribeLocalEvent<T, InventoryRelayedEvent<RefreshEquipmentHudEvent<T>>>(OnRefreshEquipmentHud);
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SubscribeLocalEvent<RoundRestartCleanupEvent>(OnRoundRestart);
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}
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private void Update(RefreshEquipmentHudEvent<T> ev)
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{
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IsActive = true;
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UpdateInternal(ev);
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}
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public void Deactivate()
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{
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if (!IsActive)
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return;
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IsActive = false;
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DeactivateInternal();
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}
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protected virtual void UpdateInternal(RefreshEquipmentHudEvent<T> args) { }
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protected virtual void DeactivateInternal() { }
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private void OnStartup(EntityUid uid, T component, ComponentStartup args)
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{
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RefreshOverlay(uid);
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}
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private void OnRemove(EntityUid uid, T component, ComponentRemove args)
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{
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RefreshOverlay(uid);
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}
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private void OnPlayerAttached(PlayerAttachedEvent args)
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{
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RefreshOverlay(args.Entity);
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}
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private void OnPlayerDetached(PlayerDetachedEvent args)
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{
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if (_player.LocalPlayer?.ControlledEntity == null)
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Deactivate();
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}
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private void OnCompEquip(EntityUid uid, T component, GotEquippedEvent args)
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{
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RefreshOverlay(args.Equipee);
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}
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private void OnCompUnequip(EntityUid uid, T component, GotUnequippedEvent args)
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{
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RefreshOverlay(args.Equipee);
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}
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private void OnRoundRestart(RoundRestartCleanupEvent args)
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{
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Deactivate();
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}
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protected virtual void OnRefreshEquipmentHud(EntityUid uid, T component, InventoryRelayedEvent<RefreshEquipmentHudEvent<T>> args)
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{
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args.Args.Active = true;
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}
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protected virtual void OnRefreshComponentHud(EntityUid uid, T component, RefreshEquipmentHudEvent<T> args)
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{
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args.Active = true;
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}
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private void RefreshOverlay(EntityUid uid)
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{
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if (uid != _player.LocalPlayer?.ControlledEntity)
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return;
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var ev = new RefreshEquipmentHudEvent<T>(TargetSlots);
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RaiseLocalEvent(uid, ev);
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if (ev.Active)
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Update(ev);
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else
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Deactivate();
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}
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}
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