# Conflicts: # .github/CODEOWNERS # .github/ISSUE_TEMPLATE/config.yml # .github/ISSUE_TEMPLATE/issue_report.md # Content.Client/Lobby/UI/HumanoidProfileEditor.xaml.cs # Content.Client/Medical/CrewMonitoring/CrewMonitoringWindow.xaml # Content.Client/UserInterface/Systems/Ghost/Controls/Roles/MakeGhostRoleWindow.xaml # Content.Client/UserInterface/Systems/Ghost/Controls/Roles/MakeGhostRoleWindow.xaml.cs # Content.Client/Weapons/Ranged/Systems/GunSystem.cs # Content.IntegrationTests/Tests/Destructible/DestructibleDamageGroupTest.cs # Content.IntegrationTests/Tests/Destructible/DestructibleDamageTypeTest.cs # Content.Server/Administration/Systems/AdminVerbSystem.Smites.cs # Content.Server/Arcade/SpaceVillainGame/SpaceVillainArcadeComponent.cs # Content.Server/Atmos/EntitySystems/FlammableSystem.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/Destructible/Thresholds/DamageThreshold.cs # Content.Server/Entry/EntryPoint.cs # Content.Server/Fluids/EntitySystems/PuddleSystem.cs # Content.Server/GuideGenerator/ReagentEntry.cs # Content.Server/IoC/ServerContentIoC.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/Medical/VomitSystem.cs # Content.Server/Radio/EntitySystems/HeadsetSystem.cs # Content.Server/Revenant/EntitySystems/RevenantSystem.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.cs # Content.Shared/Armor/SharedArmorSystem.cs # Content.Shared/Bed/Sleep/SleepingSystem.cs # Content.Shared/Cabinet/ItemCabinetSystem.cs # Content.Shared/Chat/SharedChatSystem.Emote.cs # Content.Shared/Chat/SharedChatSystem.cs # Content.Shared/Clothing/EntitySystems/MaskSystem.cs # Content.Shared/Clothing/EntitySystems/SharedChameleonClothingSystem.cs # Content.Shared/Damage/Systems/DamageableSystem.cs # Content.Shared/EntityEffects/Effects/StatusEffects/GenericStatusEffect.cs # Content.Shared/EntityEffects/Effects/Transform/ExplosionEntityEffect.cs # Content.Shared/Humanoid/HumanoidCharacterAppearance.cs # Content.Shared/IoC/SharedContentIoC.cs # Content.Shared/Lock/LockSystem.cs # Content.Shared/Ninja/Components/NinjaSuitComponent.cs # Content.Shared/Preferences/HumanoidCharacterProfile.cs # Content.Shared/Revenant/Components/RevenantComponent.cs # Content.Shared/Silicons/StationAi/SharedStationAiSystem.Airlock.cs # Content.Shared/Trigger/Systems/TriggerSystem.Condition.cs # Content.Shared/VendingMachines/SharedVendingMachineSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/Weapons/Ranged/HitscanPrototype.cs # Content.Shared/Xenoarchaeology/Artifact/XAT/BaseQueryUpdateXATSystem.cs # README.md # Resources/Audio/Weapons/attributions.yml # Resources/Locale/en-US/_strings/ghost/make-ghost-gui.ftl # Resources/Locale/en-US/_strings/guidebook/chemistry/conditions.ftl # Resources/Locale/en-US/_strings/guidebook/chemistry/effects.ftl # Resources/Locale/en-US/_strings/guidebook/chemistry/healthchange.ftl # Resources/Locale/en-US/_strings/guidebook/chemistry/statuseffects.ftl # Resources/Locale/en-US/_strings/job/job-description.ftl # Resources/Locale/en-US/_strings/medical/components/crew-monitoring-component.ftl # Resources/Locale/en-US/_strings/npc/hugbot.ftl # Resources/Locale/en-US/_strings/npc/npc-debug.ftl # Resources/Locale/en-US/_strings/speech/speech-triggers.ftl # Resources/Locale/en-US/_strings/ui/stat-values.ftl # Resources/Locale/en-US/guidebook/chemistry/conditions.ftl # Resources/Locale/en-US/guidebook/chemistry/effects.ftl # Resources/Locale/en-US/guidebook/chemistry/healthchange.ftl # Resources/Locale/en-US/guidebook/entity-effects/conditions.ftl # Resources/Locale/en-US/guidebook/entity-effects/effects.ftl # Resources/Locale/en-US/guidebook/entity-effects/healthchange.ftl # Resources/Maps/Shuttles/cargo_relic.yml # Resources/Maps/_Sunrise/Station/bagel.yml # Resources/Maps/_Sunrise/Station/barratry.yml # Resources/Maps/_Sunrise/Station/fland.yml # Resources/Maps/_Sunrise/Station/marathon.yml # Resources/Maps/_Sunrise/Station/oasis.yml # Resources/Maps/_Sunrise/Station/packed.yml # Resources/Maps/_Sunrise/Station/plasma.yml # Resources/Maps/_Sunrise/Station/relic.yml # Resources/Maps/_Sunrise/event/clon_mine.yml # Resources/Maps/_Sunrise/event/void.yml # Resources/Prototypes/Body/Prototypes/vox.yml # Resources/Prototypes/Catalog/Fills/Boxes/emergency.yml # Resources/Prototypes/Catalog/Fills/Crates/fun.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Entities/Clothing/Belt/belts.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/suits.yml # Resources/Prototypes/Entities/Mobs/NPCs/silicon.yml # Resources/Prototypes/Entities/Mobs/Species/skeleton.yml # Resources/Prototypes/Entities/Objects/Devices/Electronics/base_electronics.yml # Resources/Prototypes/Entities/Objects/Misc/identification_cards.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/hitscan.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/access.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/airlocks.yml # Resources/Prototypes/Entities/Structures/Doors/MaterialDoors/material_doors.yml # Resources/Prototypes/Entities/Structures/Machines/lathe.yml # Resources/Prototypes/Entities/Structures/Specific/Atmospherics/sensor.yml # Resources/Prototypes/Loadouts/Jobs/Engineering/station_engineer.yml # Resources/Prototypes/Loadouts/Jobs/Science/scientist.yml # Resources/Prototypes/Loadouts/Jobs/Security/security_officer.yml # Resources/Prototypes/Loadouts/Miscellaneous/glasses.yml # Resources/Prototypes/Loadouts/loadout_groups.yml # Resources/Prototypes/Objectives/objectiveGroups.yml # Resources/Prototypes/Reagents/Consumable/Drink/alcohol.yml # Resources/Prototypes/Reagents/medicine.yml # Resources/Prototypes/Reagents/narcotics.yml # Resources/Prototypes/Reagents/toxins.yml # Resources/Prototypes/Recipes/Lathes/Packs/biogen.yml # Resources/Prototypes/Recipes/Lathes/Packs/security.yml # Resources/Prototypes/Recipes/Lathes/biogen.yml # Resources/Prototypes/Roles/Antags/nukeops.yml # Resources/Prototypes/Roles/Antags/revolutionary.yml # Resources/Prototypes/Roles/Antags/thief.yml # Resources/Prototypes/Roles/Antags/traitor.yml # Resources/Prototypes/Roles/Antags/wizard.yml # Resources/Prototypes/Roles/Antags/zombie.yml # Resources/Prototypes/Roles/Jobs/Cargo/salvage_specialist.yml # Resources/Prototypes/Roles/Jobs/Civilian/bartender.yml # Resources/Prototypes/Roles/Jobs/Civilian/chef.yml # Resources/Prototypes/Roles/Jobs/Civilian/mime.yml # Resources/Prototypes/Roles/Jobs/Engineering/atmospheric_technician.yml # Resources/Prototypes/Roles/Jobs/Engineering/station_engineer.yml # Resources/Prototypes/Roles/Jobs/Engineering/technical_assistant.yml # Resources/Prototypes/Roles/Jobs/Medical/chemist.yml # Resources/Prototypes/Roles/Jobs/Medical/medical_doctor.yml # Resources/Prototypes/Roles/Jobs/Medical/medical_intern.yml # Resources/Prototypes/Roles/Jobs/Medical/paramedic.yml # Resources/Prototypes/Roles/Jobs/Science/borg.yml # Resources/Prototypes/Roles/Jobs/Science/research_assistant.yml # Resources/Prototypes/Roles/Jobs/Science/scientist.yml # Resources/Prototypes/Roles/Jobs/Security/security_cadet.yml # Resources/Prototypes/Roles/Jobs/Security/security_officer.yml # Resources/Prototypes/Roles/Jobs/Security/warden.yml # Resources/Prototypes/Stacks/Materials/crystals.yml # Resources/Prototypes/Stacks/floor_tile_stacks.yml # Resources/Prototypes/tags.yml # Resources/ServerInfo/Guidebook/Science/ArtifactReports.xml # Resources/ServerInfo/Guidebook/Science/Xenoarchaeology.xml # Resources/Textures/Clothing/Hands/Gloves/Color/black.rsi/equipped-HAND.png # Resources/Textures/Clothing/Hands/Gloves/Color/black.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/mime.rsi/meta.json # Resources/Textures/Effects/speech.rsi/moth3.png # Resources/Textures/Interface/Misc/job_icons.rsi/meta.json # Resources/Textures/Structures/Machines/microwave.rsi/meta.json # Resources/Textures/Structures/Machines/microwave.rsi/mw.png # Resources/Textures/Structures/Machines/microwave.rsi/mw0.png # Resources/Textures/Structures/Machines/microwave.rsi/mw_running_unlit.png # Resources/Textures/Structures/Machines/microwave.rsi/mw_unlit.png # Resources/Textures/Structures/Machines/microwave.rsi/mwb.png # Resources/Textures/Structures/Machines/microwave.rsi/mwbloody.png # Resources/Textures/Structures/Machines/microwave.rsi/mwbloody0.png # Resources/Textures/Structures/Machines/microwave.rsi/mwbloody1.png # Resources/Textures/Structures/Machines/microwave.rsi/mwbloodyo.png # Resources/Textures/Structures/Machines/microwave.rsi/mwo.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/meta.json # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mw.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mw0.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mw_running_unlit.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mw_unlit.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mwb.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mwo.png # Resources/migration.yml # RobustToolbox
312 lines
11 KiB
C#
312 lines
11 KiB
C#
using System.Linq;
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using Content.Shared.Access.Components;
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using Content.Shared.Clothing.Components;
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using Content.Shared.Contraband;
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using Content.Shared.Emp;
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using Content.Shared.Inventory;
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using Content.Shared.Inventory.Events;
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using Content.Shared.Item;
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using Content.Shared.Lock;
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using Content.Shared.Tag;
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using Content.Shared.Verbs;
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using Robust.Shared.Network;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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using Content.Shared._Sunrise.Biocode;
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namespace Content.Shared.Clothing.EntitySystems;
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public abstract class SharedChameleonClothingSystem : EntitySystem
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{
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[Dependency] private readonly IPrototypeManager _proto = default!;
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[Dependency] private readonly ClothingSystem _clothingSystem = default!;
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[Dependency] private readonly ContrabandSystem _contraband = default!;
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[Dependency] private readonly MetaDataSystem _metaData = default!;
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[Dependency] private readonly SharedItemSystem _itemSystem = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly TagSystem _tag = default!;
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[Dependency] protected readonly IGameTiming Timing = default!;
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[Dependency] private readonly LockSystem _lock = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] protected readonly SharedUserInterfaceSystem UI = default!;
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[Dependency] private readonly INetManager _net = default!;
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[Dependency] private readonly BiocodeSystem _biocodeSystem = default!;
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private static readonly SlotFlags[] IgnoredSlots =
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{
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SlotFlags.All,
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SlotFlags.PREVENTEQUIP,
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SlotFlags.NONE
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};
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private static readonly SlotFlags[] Slots = Enum.GetValues<SlotFlags>().Except(IgnoredSlots).ToArray();
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private readonly Dictionary<SlotFlags, List<EntProtoId>> _data = new();
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public readonly Dictionary<SlotFlags, List<string>> ValidVariants = new();
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private static readonly ProtoId<TagPrototype> WhitelistChameleonTag = "WhitelistChameleon";
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ChameleonClothingComponent, GotEquippedEvent>(OnGotEquipped);
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SubscribeLocalEvent<ChameleonClothingComponent, GotUnequippedEvent>(OnGotUnequipped);
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SubscribeLocalEvent<ChameleonClothingComponent, GetVerbsEvent<InteractionVerb>>(OnVerb);
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SubscribeLocalEvent<ChameleonClothingComponent, EmpPulseEvent>(OnEmpPulse);
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SubscribeLocalEvent<ChameleonClothingComponent, PrototypesReloadedEventArgs>(OnPrototypeReload);
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PrepareAllVariants();
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}
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private void OnPrototypeReload(EntityUid uid, ChameleonClothingComponent component, PrototypesReloadedEventArgs args)
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{
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PrepareAllVariants();
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}
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private void OnGotEquipped(EntityUid uid, ChameleonClothingComponent component, GotEquippedEvent args)
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{
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component.User = args.Equipee;
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}
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private void OnGotUnequipped(EntityUid uid, ChameleonClothingComponent component, GotUnequippedEvent args)
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{
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component.User = null;
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}
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// Updates chameleon visuals and meta information.
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// This function is called on a server after user selected new outfit.
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// And after that on a client after state was updated.
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// This 100% makes sure that server and client have exactly same data.
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protected void UpdateVisuals(EntityUid uid, ChameleonClothingComponent component)
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{
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if (string.IsNullOrEmpty(component.Default) ||
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!_proto.Resolve(component.Default, out EntityPrototype? proto))
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return;
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// world sprite icon
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UpdateSprite(uid, proto);
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// copy name and description, unless its an ID card
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if (!HasComp<IdCardComponent>(uid))
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{
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var meta = MetaData(uid);
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_metaData.SetEntityName(uid, proto.Name, meta);
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_metaData.SetEntityDescription(uid, proto.Description, meta);
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}
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// item sprite logic
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if (TryComp(uid, out ItemComponent? item) &&
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proto.TryGetComponent(out ItemComponent? otherItem, Factory))
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{
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_itemSystem.CopyVisuals(uid, otherItem, item);
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}
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// clothing sprite logic
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if (TryComp(uid, out ClothingComponent? clothing) &&
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proto.TryGetComponent(out ClothingComponent? otherClothing, Factory))
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{
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_clothingSystem.CopyVisuals(uid, otherClothing, clothing);
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}
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// appearance data logic
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if (TryComp(uid, out AppearanceComponent? appearance) &&
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proto.TryGetComponent(out AppearanceComponent? appearanceOther, Factory))
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{
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_appearance.AppendData(appearanceOther, uid);
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Dirty(uid, appearance);
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}
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// properly mark contraband
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if (proto.TryGetComponent(out ContrabandComponent? contra, Factory))
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{
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EnsureComp<ContrabandComponent>(uid, out var current);
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_contraband.CopyDetails(uid, contra, current);
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}
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else
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{
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RemComp<ContrabandComponent>(uid);
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}
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HelmetUpdate(uid, proto); // Sunrise-edit
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}
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// Sunrise-start
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// I know that this is shitcode.
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// I could subdivide UpdateVisuals into different methods, but I don't want to change the wizden code much
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public void HelmetUpdate(EntityUid uid, EntityPrototype proto)
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{
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if (!TryComp(uid, out ToggleableClothingComponent? helmet))
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return;
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if (helmet.ClothingUid == null)
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return;
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if (!proto.TryGetComponent(out ToggleableClothingComponent? protoHelmet, Factory))
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return;
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if (!_proto.TryIndex(protoHelmet.ClothingPrototype.Id, out var prototypeHelmetOther))
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return;
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if (TryComp(helmet.ClothingUid, out ClothingComponent? helmetClothing)
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&& prototypeHelmetOther.TryGetComponent(out ClothingComponent? otherHelmetClothing, Factory))
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{
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_clothingSystem.CopyVisuals(helmet.ClothingUid.Value, otherHelmetClothing, helmetClothing);
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}
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if (TryComp(helmet.ClothingUid, out AppearanceComponent? helmetApperance)
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&& prototypeHelmetOther.TryGetComponent(out AppearanceComponent? otherHelmetApperance, Factory))
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{
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_appearance.AppendData(otherHelmetApperance, helmet.ClothingUid.Value);
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Dirty(uid, helmetApperance);
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}
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if (TryComp(helmet.ClothingUid, out MetaDataComponent? meta))
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{
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_metaData.SetEntityName(helmet.ClothingUid.Value, prototypeHelmetOther.Name, meta);
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_metaData.SetEntityDescription(helmet.ClothingUid.Value, prototypeHelmetOther.Description, meta);
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}
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if (prototypeHelmetOther.TryGetComponent("Contraband", out ContrabandComponent? contra))
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{
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EnsureComp<ContrabandComponent>(helmet.ClothingUid.Value, out var current);
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_contraband.CopyDetails(helmet.ClothingUid.Value, contra, current);
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}
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else
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{
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RemComp<ContrabandComponent>(helmet.ClothingUid.Value);
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}
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}
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// Sunrise-end
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private void OnVerb(Entity<ChameleonClothingComponent> ent, ref GetVerbsEvent<InteractionVerb> args)
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{
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if (!args.CanAccess || !args.CanInteract || _lock.IsLocked(ent.Owner))
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return;
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// Can't pass args from a ref event inside of lambdas
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var user = args.User;
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// Sunrise-Start
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if (TryComp<BiocodeComponent>(ent.Owner, out var biocodedComponent))
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{
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if (!_biocodeSystem.CanUse(args.User, biocodedComponent.Factions))
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return;
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}
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// Sunrise-End
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args.Verbs.Add(new InteractionVerb()
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{
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Text = Loc.GetString("chameleon-component-verb-text"),
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Icon = new SpriteSpecifier.Texture(new("/Textures/Interface/VerbIcons/settings.svg.192dpi.png")),
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Act = () => UI.TryToggleUi(ent.Owner, ChameleonUiKey.Key, user)
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});
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}
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private void OnEmpPulse(EntityUid uid, ChameleonClothingComponent component, ref EmpPulseEvent args)
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{
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if (!component.AffectedByEmp)
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return;
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if (component.EmpContinuous)
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component.NextEmpChange = Timing.CurTime + TimeSpan.FromSeconds(1f / component.EmpChangeIntensity);
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if (_net.IsServer) // needs RandomPredicted
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{
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var pick = GetRandomValidPrototype(component.Slot, component.RequireTag);
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SetSelectedPrototype(uid, pick, component: component);
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}
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args.Affected = true;
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args.Disabled = true;
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}
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protected virtual void UpdateSprite(EntityUid uid, EntityPrototype proto) { }
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/// <summary>
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/// Check if this entity prototype is valid target for chameleon item.
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/// </summary>
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public bool IsValidTarget(EntityPrototype proto, SlotFlags chameleonSlot = SlotFlags.NONE, string? requiredTag = null)
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{
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// check if entity is valid
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if (proto.Abstract || proto.HideSpawnMenu)
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return false;
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// check if it is marked as valid chameleon target
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if (!proto.TryGetComponent(out TagComponent? tag, Factory) || !_tag.HasTag(tag, WhitelistChameleonTag))
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return false;
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if (requiredTag != null && !_tag.HasTag(tag, requiredTag))
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return false;
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// check if it's valid clothing
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if (!proto.TryGetComponent(out ClothingComponent? clothing, Factory))
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return false;
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if (!clothing.Slots.HasFlag(chameleonSlot))
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return false;
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return true;
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}
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/// <summary>
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/// Get a list of valid chameleon targets for these slots.
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/// </summary>
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public IEnumerable<EntProtoId> GetValidTargets(SlotFlags slot, string? tag = null)
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{
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var validTargets = new List<EntProtoId>();
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if (tag != null)
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{
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foreach (var proto in _data[slot])
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{
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if (IsValidTarget(_proto.Index(proto), slot, tag))
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validTargets.Add(proto);
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}
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}
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else
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{
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validTargets = _data[slot];
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}
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return validTargets;
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}
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/// <summary>
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/// Get a random prototype for a given slot.
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/// </summary>
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public string GetRandomValidPrototype(SlotFlags slot, string? tag = null)
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{
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return _random.Pick(GetValidTargets(slot, tag).ToList());
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}
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protected void PrepareAllVariants()
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{
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_data.Clear();
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var prototypes = _proto.EnumeratePrototypes<EntityPrototype>();
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foreach (var proto in prototypes)
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{
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// check if this is valid clothing
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if (!IsValidTarget(proto))
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continue;
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if (!proto.TryGetComponent(out ClothingComponent? item, Factory))
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continue;
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// sort item by their slot flags
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// one item can be placed in several buckets
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foreach (var slot in Slots)
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{
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if (!item.Slots.HasFlag(slot))
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continue;
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if (!_data.ContainsKey(slot))
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{
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_data.Add(slot, new List<EntProtoId>());
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}
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_data[slot].Add(proto.ID);
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}
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}
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}
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// TODO: Predict and use component states for the UI
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public virtual void SetSelectedPrototype(EntityUid uid, string? protoId, bool forceUpdate = false,
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ChameleonClothingComponent? component = null)
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{ }
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}
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