Files
crystall-punk-14/Content.Server/Administration/Commands/SetOutfitCommand.cs

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7.1 KiB
C#
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using Content.Server.Administration.UI;
using Content.Server.EUI;
using Content.Server.Hands.Systems;
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using Content.Server.Preferences.Managers;
using Content.Shared.Access.Components;
using Content.Shared.Administration;
using Content.Shared.Clothing;
using Content.Shared.Hands.Components;
using Content.Shared.Humanoid;
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using Content.Shared.Inventory;
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using Content.Shared.PDA;
using Content.Shared.Preferences;
using Content.Shared.Preferences.Loadouts;
using Content.Shared.Roles;
using Content.Shared.Station;
using Robust.Shared.Console;
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using Robust.Shared.Player;
using Robust.Shared.Prototypes;
namespace Content.Server.Administration.Commands
{
[AdminCommand(AdminFlags.Admin)]
public sealed class SetOutfitCommand : IConsoleCommand
{
[Dependency] private readonly IEntityManager _entities = default!;
public string Command => "setoutfit";
public string Description => Loc.GetString("set-outfit-command-description", ("requiredComponent", nameof(InventoryComponent)));
public string Help => Loc.GetString("set-outfit-command-help-text", ("command", Command));
public void Execute(IConsoleShell shell, string argStr, string[] args)
{
if (args.Length < 1)
{
shell.WriteLine(Loc.GetString("shell-wrong-arguments-number"));
return;
}
if (!int.TryParse(args[0], out var entInt))
{
shell.WriteLine(Loc.GetString("shell-entity-uid-must-be-number"));
return;
}
var nent = new NetEntity(entInt);
if (!_entities.TryGetEntity(nent, out var target))
{
shell.WriteLine(Loc.GetString("shell-invalid-entity-id"));
return;
}
if (!_entities.HasComponent<InventoryComponent>(target))
{
shell.WriteLine(Loc.GetString("shell-target-entity-does-not-have-message", ("missing", "inventory")));
return;
}
if (args.Length == 1)
{
if (shell.Player is not { } player)
{
shell.WriteError(Loc.GetString("set-outfit-command-is-not-player-error"));
return;
}
var eui = IoCManager.Resolve<EuiManager>();
var ui = new SetOutfitEui(nent);
eui.OpenEui(ui, player);
return;
}
if (!SetOutfit(target.Value, args[1], _entities))
shell.WriteLine(Loc.GetString("set-outfit-command-invalid-outfit-id-error"));
}
public static bool SetOutfit(EntityUid target, string gear, IEntityManager entityManager, Action<EntityUid, EntityUid>? onEquipped = null)
{
if (!entityManager.TryGetComponent(target, out InventoryComponent? inventoryComponent))
return false;
var prototypeManager = IoCManager.Resolve<IPrototypeManager>();
if (!prototypeManager.TryIndex<StartingGearPrototype>(gear, out var startingGear))
return false;
HumanoidCharacterProfile? profile = null;
ICommonSession? session = null;
// Check if we are setting the outfit of a player to respect the preferences
if (entityManager.TryGetComponent(target, out ActorComponent? actorComponent))
{
session = actorComponent.PlayerSession;
var userId = actorComponent.PlayerSession.UserId;
var preferencesManager = IoCManager.Resolve<IServerPreferencesManager>();
var prefs = preferencesManager.GetPreferences(userId);
profile = prefs.SelectedCharacter as HumanoidCharacterProfile;
}
var invSystem = entityManager.System<InventorySystem>();
if (invSystem.TryGetSlots(target, out var slots))
{
foreach (var slot in slots)
{
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invSystem.TryUnequip(target, slot.Name, true, true, false, inventoryComponent);
var gearStr = ((IEquipmentLoadout) startingGear).GetGear(slot.Name);
get that crap outta here (completely rewrites inventorysystem) (#5807) * some work * equip: done unequip: todo * unequipping done & refactored events * workin * movin * reee namespaces * stun * mobstate * fixes * some work on events * removes serverside itemcomp & misc fixes * work * smol merge fix * ports template to prototype & finishes ui * moves relay & adds containerenumerator * actions & cuffs * my god what is actioncode * more fixes * im loosing my grasp on reality * more fixes * more work * explosions * yes * more work * more fixes * merge master & misc fixed because i forgot to commit before merging master * more fixes * fixes * moar * more work * moar fixes * suffixmap * more work on client * motivation low * no. no containers * mirroring client to server * fixes * move serverinvcomp * serverinventorycomponent is dead * gaming * only strippable & ai left... * only ai and richtext left * fixes ai * fixes * fixes sprite layers * more fixes * resolves optional * yes * stable:tm: * fixes * moar fixes * moar * fix some tests * lmao * no comment * good to merge:tm: * fixes build but for real * adresses some reviews * adresses some more reviews * nullables, yo * fixes lobbyscreen * timid refactor to differentiate actor & target * adresses more reviews * more * my god what a mess * removed the rest of duplicates * removed duplicate slotflags and renamed shoes to feet * removes another unused one * yes * fixes lobby & makes tryunequip return unequipped item * fixes * some funny renames * fixes * misc improvements to attemptevents * fixes * merge fixes Co-authored-by: Paul Ritter <ritter.paul1@gmail.com>
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if (gearStr == string.Empty)
{
continue;
}
get that crap outta here (completely rewrites inventorysystem) (#5807) * some work * equip: done unequip: todo * unequipping done & refactored events * workin * movin * reee namespaces * stun * mobstate * fixes * some work on events * removes serverside itemcomp & misc fixes * work * smol merge fix * ports template to prototype & finishes ui * moves relay & adds containerenumerator * actions & cuffs * my god what is actioncode * more fixes * im loosing my grasp on reality * more fixes * more work * explosions * yes * more work * more fixes * merge master & misc fixed because i forgot to commit before merging master * more fixes * fixes * moar * more work * moar fixes * suffixmap * more work on client * motivation low * no. no containers * mirroring client to server * fixes * move serverinvcomp * serverinventorycomponent is dead * gaming * only strippable & ai left... * only ai and richtext left * fixes ai * fixes * fixes sprite layers * more fixes * resolves optional * yes * stable:tm: * fixes * moar fixes * moar * fix some tests * lmao * no comment * good to merge:tm: * fixes build but for real * adresses some reviews * adresses some more reviews * nullables, yo * fixes lobbyscreen * timid refactor to differentiate actor & target * adresses more reviews * more * my god what a mess * removed the rest of duplicates * removed duplicate slotflags and renamed shoes to feet * removes another unused one * yes * fixes lobby & makes tryunequip return unequipped item * fixes * some funny renames * fixes * misc improvements to attemptevents * fixes * merge fixes Co-authored-by: Paul Ritter <ritter.paul1@gmail.com>
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var equipmentEntity = entityManager.SpawnEntity(gearStr, entityManager.GetComponent<TransformComponent>(target).Coordinates);
if (slot.Name == "id" &&
entityManager.TryGetComponent(equipmentEntity, out PdaComponent? pdaComponent) &&
entityManager.TryGetComponent<IdCardComponent>(pdaComponent.ContainedId, out var id))
get that crap outta here (completely rewrites inventorysystem) (#5807) * some work * equip: done unequip: todo * unequipping done & refactored events * workin * movin * reee namespaces * stun * mobstate * fixes * some work on events * removes serverside itemcomp & misc fixes * work * smol merge fix * ports template to prototype & finishes ui * moves relay & adds containerenumerator * actions & cuffs * my god what is actioncode * more fixes * im loosing my grasp on reality * more fixes * more work * explosions * yes * more work * more fixes * merge master & misc fixed because i forgot to commit before merging master * more fixes * fixes * moar * more work * moar fixes * suffixmap * more work on client * motivation low * no. no containers * mirroring client to server * fixes * move serverinvcomp * serverinventorycomponent is dead * gaming * only strippable & ai left... * only ai and richtext left * fixes ai * fixes * fixes sprite layers * more fixes * resolves optional * yes * stable:tm: * fixes * moar fixes * moar * fix some tests * lmao * no comment * good to merge:tm: * fixes build but for real * adresses some reviews * adresses some more reviews * nullables, yo * fixes lobbyscreen * timid refactor to differentiate actor & target * adresses more reviews * more * my god what a mess * removed the rest of duplicates * removed duplicate slotflags and renamed shoes to feet * removes another unused one * yes * fixes lobby & makes tryunequip return unequipped item * fixes * some funny renames * fixes * misc improvements to attemptevents * fixes * merge fixes Co-authored-by: Paul Ritter <ritter.paul1@gmail.com>
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{
id.FullName = entityManager.GetComponent<MetaDataComponent>(target).EntityName;
get that crap outta here (completely rewrites inventorysystem) (#5807) * some work * equip: done unequip: todo * unequipping done & refactored events * workin * movin * reee namespaces * stun * mobstate * fixes * some work on events * removes serverside itemcomp & misc fixes * work * smol merge fix * ports template to prototype & finishes ui * moves relay & adds containerenumerator * actions & cuffs * my god what is actioncode * more fixes * im loosing my grasp on reality * more fixes * more work * explosions * yes * more work * more fixes * merge master & misc fixed because i forgot to commit before merging master * more fixes * fixes * moar * more work * moar fixes * suffixmap * more work on client * motivation low * no. no containers * mirroring client to server * fixes * move serverinvcomp * serverinventorycomponent is dead * gaming * only strippable & ai left... * only ai and richtext left * fixes ai * fixes * fixes sprite layers * more fixes * resolves optional * yes * stable:tm: * fixes * moar fixes * moar * fix some tests * lmao * no comment * good to merge:tm: * fixes build but for real * adresses some reviews * adresses some more reviews * nullables, yo * fixes lobbyscreen * timid refactor to differentiate actor & target * adresses more reviews * more * my god what a mess * removed the rest of duplicates * removed duplicate slotflags and renamed shoes to feet * removes another unused one * yes * fixes lobby & makes tryunequip return unequipped item * fixes * some funny renames * fixes * misc improvements to attemptevents * fixes * merge fixes Co-authored-by: Paul Ritter <ritter.paul1@gmail.com>
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}
invSystem.TryEquip(target, equipmentEntity, slot.Name, silent: true, force: true, inventory: inventoryComponent);
onEquipped?.Invoke(target, equipmentEntity);
get that crap outta here (completely rewrites inventorysystem) (#5807) * some work * equip: done unequip: todo * unequipping done & refactored events * workin * movin * reee namespaces * stun * mobstate * fixes * some work on events * removes serverside itemcomp & misc fixes * work * smol merge fix * ports template to prototype & finishes ui * moves relay & adds containerenumerator * actions & cuffs * my god what is actioncode * more fixes * im loosing my grasp on reality * more fixes * more work * explosions * yes * more work * more fixes * merge master & misc fixed because i forgot to commit before merging master * more fixes * fixes * moar * more work * moar fixes * suffixmap * more work on client * motivation low * no. no containers * mirroring client to server * fixes * move serverinvcomp * serverinventorycomponent is dead * gaming * only strippable & ai left... * only ai and richtext left * fixes ai * fixes * fixes sprite layers * more fixes * resolves optional * yes * stable:tm: * fixes * moar fixes * moar * fix some tests * lmao * no comment * good to merge:tm: * fixes build but for real * adresses some reviews * adresses some more reviews * nullables, yo * fixes lobbyscreen * timid refactor to differentiate actor & target * adresses more reviews * more * my god what a mess * removed the rest of duplicates * removed duplicate slotflags and renamed shoes to feet * removes another unused one * yes * fixes lobby & makes tryunequip return unequipped item * fixes * some funny renames * fixes * misc improvements to attemptevents * fixes * merge fixes Co-authored-by: Paul Ritter <ritter.paul1@gmail.com>
2021-12-30 22:56:10 +01:00
}
}
if (entityManager.TryGetComponent(target, out HandsComponent? handsComponent))
{
var handsSystem = entityManager.System<HandsSystem>();
var coords = entityManager.GetComponent<TransformComponent>(target).Coordinates;
foreach (var prototype in startingGear.Inhand)
{
var inhandEntity = entityManager.SpawnEntity(prototype, coords);
handsSystem.TryPickup(target, inhandEntity, checkActionBlocker: false, handsComp: handsComponent);
}
}
// See if this starting gear is associated with a job
var jobs = prototypeManager.EnumeratePrototypes<JobPrototype>();
foreach (var job in jobs)
{
if (job.StartingGear != gear)
continue;
var jobProtoId = LoadoutSystem.GetJobPrototype(job.ID);
if (!prototypeManager.TryIndex<RoleLoadoutPrototype>(jobProtoId, out var jobProto))
break;
// Don't require a player, so this works on Urists
profile ??= entityManager.TryGetComponent<HumanoidAppearanceComponent>(target, out var comp)
? HumanoidCharacterProfile.DefaultWithSpecies(comp.Species)
: new HumanoidCharacterProfile();
// Try to get the user's existing loadout for the role
profile.Loadouts.TryGetValue(jobProtoId, out var roleLoadout);
if (roleLoadout == null)
{
// If they don't have a loadout for the role, make a default one
roleLoadout = new RoleLoadout(jobProtoId);
roleLoadout.SetDefault(profile, session, prototypeManager);
}
// Equip the target with the job loadout
var stationSpawning = entityManager.System<SharedStationSpawningSystem>();
stationSpawning.EquipRoleLoadout(target, roleLoadout, jobProto);
}
return true;
}
}
}