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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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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