add carp hardsuit for traitors (#25155)
* FactionClothing * swtich carp to the Dragon faction * add carp hardsuit * add carp hardsuit to uplink * fixes * webedit ops 1 * why did i name it that wtf * among --------- Co-authored-by: deltanedas <@deltanedas:kde.org>
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@@ -0,0 +1,27 @@
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using Content.Shared.Clothing.EntitySystems;
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using Content.Shared.NPC.Prototypes;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.Clothing.Components;
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/// <summary>
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/// When equipped, adds the wearer to a faction.
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/// When removed, removes the wearer from a faction.
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/// </summary>
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[RegisterComponent, NetworkedComponent, Access(typeof(FactionClothingSystem))]
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public sealed partial class FactionClothingComponent : Component
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{
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/// <summary>
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/// Faction to add and remove.
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/// </summary>
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[DataField(required: true)]
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public ProtoId<NpcFactionPrototype> Faction = string.Empty;
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/// <summary>
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/// If true, the wearer was already part of the faction.
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/// This prevents wrongly removing them after removing the item.
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/// </summary>
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[DataField]
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public bool AlreadyMember;
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}
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@@ -0,0 +1,42 @@
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using Content.Shared.Clothing.Components;
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using Content.Shared.Inventory.Events;
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using Content.Shared.NPC.Components;
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using Content.Shared.NPC.Systems;
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namespace Content.Shared.Clothing.EntitySystems;
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/// <summary>
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/// Handles <see cref="FactionClothingComponent"/> faction adding and removal.
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/// </summary>
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public sealed class FactionClothingSystem : EntitySystem
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{
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[Dependency] private readonly NpcFactionSystem _faction = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<FactionClothingComponent, GotEquippedEvent>(OnEquipped);
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SubscribeLocalEvent<FactionClothingComponent, GotUnequippedEvent>(OnUnequipped);
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}
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private void OnEquipped(Entity<FactionClothingComponent> ent, ref GotEquippedEvent args)
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{
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TryComp<NpcFactionMemberComponent>(args.Equipee, out var factionComp);
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var faction = (args.Equipee, factionComp);
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ent.Comp.AlreadyMember = _faction.IsMember(faction, ent.Comp.Faction);
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_faction.AddFaction(faction, ent.Comp.Faction);
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}
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private void OnUnequipped(Entity<FactionClothingComponent> ent, ref GotUnequippedEvent args)
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{
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if (ent.Comp.AlreadyMember)
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{
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ent.Comp.AlreadyMember = false;
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return;
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}
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_faction.RemoveFaction(args.Equipee, ent.Comp.Faction);
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}
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}
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@@ -312,6 +312,9 @@ uplink-clothing-shoes-boots-mag-syndie-desc = A pair of boots that prevent slipp
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uplink-eva-syndie-name = Syndicate EVA Bundle
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uplink-eva-syndie-desc = A simple EVA suit that offers no protection other than what's needed to survive in space.
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uplink-hardsuit-carp-name = Carp Hardsuit
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uplink-hardsuit-carp-desc = Looks like an ordinary carp suit, except fully spaceproof and tricks space carp into thinking you are one of them.
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uplink-hardsuit-syndie-name = Syndicate Hardsuit
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uplink-hardsuit-syndie-desc = The Syndicate's well known armored blood red hardsuit, capable of space walks and bullet resistant.
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@@ -1276,6 +1276,17 @@
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categories:
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- UplinkWearables
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- type: listing
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id: UplinkHardsuitCarp
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name: uplink-hardsuit-carp-name
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description: uplink-hardsuit-carp-desc
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icon: { sprite: /Textures/Clothing/OuterClothing/Suits/carpsuit.rsi, state: icon }
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productEntity: ClothingOuterHardsuitCarp
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cost:
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Telecrystal: 4
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categories:
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- UplinkWearables
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- type: listing
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id: UplinkHardsuitSyndie
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name: uplink-hardsuit-syndie-name
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@@ -206,6 +206,22 @@
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slots:
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- Hair
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- type: entity
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parent: ClothingHeadHatHoodCarp
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id: ClothingHeadHelmetHardsuitCarp
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noSpawn: true
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components:
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- type: PressureProtection
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highPressureMultiplier: 0.6
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lowPressureMultiplier: 1000
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- type: TemperatureProtection
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coefficient: 0.2
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- type: BreathMask
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# this is on the hood so you only fool the fish if you wear the whole set
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# wear carp suit and security helmet, they'll know you are fake
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- type: FactionClothing
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faction: Dragon
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- type: entity
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parent: ClothingHeadBase
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id: ClothingHeadHatHoodMoth
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@@ -257,3 +257,16 @@
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- type: ContainerContainer
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containers:
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toggleable-clothing: !type:ContainerSlot {}
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- type: entity
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parent: ClothingOuterSuitCarp
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id: ClothingOuterHardsuitCarp
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suffix: Hardsuit, DO NOT MAP
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components:
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- type: PressureProtection
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highPressureMultiplier: 0.6
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lowPressureMultiplier: 1000
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- type: TemperatureProtection
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coefficient: 0.01
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- type: ToggleableClothing
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clothingPrototype: ClothingHeadHelmetHardsuitCarp
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@@ -15,7 +15,7 @@
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true
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- type: NpcFactionMember
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factions:
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- SimpleHostile
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- Dragon
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- type: Sprite
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drawdepth: Mobs
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sprite: Mobs/Aliens/Carps/space.rsi
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