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>
This commit is contained in:
deltanedas
2024-06-16 11:57:57 +00:00
committed by GitHub
parent 22efc2b4ac
commit 1cb9f5dbed
7 changed files with 113 additions and 1 deletions

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using Content.Shared.Clothing.EntitySystems;
using Content.Shared.NPC.Prototypes;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
namespace Content.Shared.Clothing.Components;
/// <summary>
/// When equipped, adds the wearer to a faction.
/// When removed, removes the wearer from a faction.
/// </summary>
[RegisterComponent, NetworkedComponent, Access(typeof(FactionClothingSystem))]
public sealed partial class FactionClothingComponent : Component
{
/// <summary>
/// Faction to add and remove.
/// </summary>
[DataField(required: true)]
public ProtoId<NpcFactionPrototype> Faction = string.Empty;
/// <summary>
/// If true, the wearer was already part of the faction.
/// This prevents wrongly removing them after removing the item.
/// </summary>
[DataField]
public bool AlreadyMember;
}

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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);
}
}