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crystall-punk-14/Content.Shared/Clothing/EntitySystems/FactionClothingSystem.cs

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using Content.Shared.Clothing.Components;
using Content.Shared.Inventory.Events;
using Content.Shared.NPC.Components;
using Content.Shared.NPC.Systems;
namespace Content.Shared.Clothing.EntitySystems;
/// <summary>
/// Handles <see cref="FactionClothingComponent"/> faction adding and removal.
/// </summary>
public sealed class FactionClothingSystem : EntitySystem
{
[Dependency] private readonly NpcFactionSystem _faction = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<FactionClothingComponent, GotEquippedEvent>(OnEquipped);
SubscribeLocalEvent<FactionClothingComponent, GotUnequippedEvent>(OnUnequipped);
}
private void OnEquipped(Entity<FactionClothingComponent> ent, ref GotEquippedEvent args)
{
TryComp<NpcFactionMemberComponent>(args.Equipee, out var factionComp);
var faction = (args.Equipee, factionComp);
ent.Comp.AlreadyMember = _faction.IsMember(faction, ent.Comp.Faction);
_faction.AddFaction(faction, ent.Comp.Faction);
}
private void OnUnequipped(Entity<FactionClothingComponent> ent, ref GotUnequippedEvent args)
{
if (ent.Comp.AlreadyMember)
{
ent.Comp.AlreadyMember = false;
return;
}
_faction.RemoveFaction(args.Equipee, ent.Comp.Faction);
}
}