# Conflicts: # .github/CODEOWNERS # .github/PULL_REQUEST_TEMPLATE.md # Content.Client/Changelog/ChangelogTab.xaml.cs # Content.Client/Chemistry/UI/ChemMasterWindow.xaml # Content.Client/Entry/EntryPoint.cs # Content.Client/GameTicking/Managers/ClientGameTicker.cs # Content.Client/Launcher/LauncherConnectingGui.xaml # Content.Client/Lobby/LobbyState.cs # Content.Client/Lobby/UI/LobbyGui.xaml # Content.Client/Paper/UI/PaperWindow.xaml.cs # Content.Client/StationRecords/GeneralStationRecordConsoleWindow.xaml.cs # Content.Client/Stylesheets/StyleNano.cs # Content.Client/UserInterface/Screens/SeparatedChatGameScreen.xaml # Content.Client/UserInterface/Systems/Ghost/Widgets/GhostGui.xaml.cs # Content.Client/UserInterface/Systems/MenuBar/Widgets/GameTopMenuBar.xaml # Content.IntegrationTests/Tests/Destructible/DestructibleDamageGroupTest.cs # Content.IntegrationTests/Tests/PostMapInitTest.cs # Content.IntegrationTests/Tests/Power/StationPowerTests.cs # Content.Packaging/ServerPackaging.cs # Content.Server/Administration/Systems/AdminVerbSystem.Smites.cs # Content.Server/Administration/Systems/AdminVerbSystem.Tools.cs # Content.Server/Atmos/TileAtmosphere.cs # Content.Server/Bible/BibleSystem.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/Content.Server.csproj # Content.Server/Discord/DiscordLink/DiscordLink.cs # Content.Server/GameTicking/GameTicker.LobbyBackground.cs # Content.Server/GameTicking/GameTicker.Spawning.cs # Content.Server/Ghost/GhostSystem.cs # Content.Server/Kitchen/Components/MicrowaveComponent.cs # Content.Server/Kitchen/EntitySystems/MicrowaveSystem.cs # Content.Server/Mech/Systems/MechSystem.cs # Content.Server/Medical/CrewMonitoring/CrewMonitoringConsoleSystem.cs # Content.Server/Medical/DefibrillatorSystem.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/Radio/EntitySystems/HeadsetSystem.cs # Content.Server/Remotes/DoorRemoteSystem.cs # Content.Server/RoundEnd/RoundEndSystem.cs # Content.Server/Shuttles/Systems/DockingSystem.Shuttle.cs # Content.Server/Silicons/Borgs/BorgSystem.Transponder.cs # Content.Server/Tips/TipsSystem.cs # Content.Server/Traitor/Uplink/UplinkSystem.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.cs # Content.Server/Zombies/ZombieSystem.Transform.cs # Content.Server/Zombies/ZombieSystem.cs # Content.Shared/Bed/BedSystem.cs # Content.Shared/Blocking/BlockingSystem.User.cs # Content.Shared/Buckle/SharedBuckleSystem.Buckle.cs # Content.Shared/Chat/SharedSuicideSystem.cs # Content.Shared/Chemistry/Components/HyposprayComponent.cs # Content.Shared/Chemistry/EntitySystems/HypospraySystem.cs # Content.Shared/Chemistry/EntitySystems/ScoopableSolutionSystem.cs # Content.Shared/Chemistry/EntitySystems/SolutionTransferSystem.cs # Content.Shared/Chemistry/Events/HyposprayEvents.cs # Content.Shared/Content.Shared.csproj # Content.Shared/Damage/Systems/DamageableSystem.cs # Content.Shared/Friction/TileFrictionController.cs # Content.Shared/GameTicking/SharedGameTicker.cs # Content.Shared/Interaction/InteractHand.cs # Content.Shared/Lock/LockSystem.cs # Content.Shared/Medical/Healing/HealingSystem.cs # Content.Shared/Mobs/Systems/MobStateSystem.Subscribers.cs # Content.Shared/Nutrition/EntitySystems/HungerSystem.cs # Content.Shared/Silicons/StationAi/SharedStationAiSystem.Airlock.cs # Content.Shared/Throwing/ThrowingSystem.cs # Content.Shared/Trigger/Systems/TriggerOnHitscanSystem.cs # Content.Shared/Weapons/Hitscan/Systems/HitscanBasicDamageSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/Weapons/Ranged/Components/BatteryWeaponFireModesComponent.cs # Content.Shared/Weapons/Ranged/Components/HitscanBatteryAmmoProviderComponent.cs # Content.Shared/Weapons/Ranged/Systems/BatteryWeaponFireModesSystem.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.Ballistic.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.Battery.cs # Content.Shared/Zombies/ZombieComponent.cs # Content.Shared/_Sunrise/Lobby/LobbyBackgroundPrototype.cs # README.md # Resources/Locale/en-US/_strings/borg/borg.ftl # Resources/Locale/en-US/_strings/chemistry/components/hypospray-component.ftl # Resources/Locale/en-US/_strings/chemistry/components/injector-component.ftl # Resources/Locale/en-US/_strings/commands/pauseatmos-command.ftl # Resources/Locale/en-US/_strings/commands/quick-inspect-command.ftl # Resources/Locale/en-US/_strings/commands/show-wallmounts-command.ftl # Resources/Locale/en-US/_strings/commands/substepatmos-command.ftl # Resources/Locale/en-US/_strings/fluids/components/equip-spray-component.ftl # Resources/Locale/en-US/_strings/game-ticking/game-presets/preset-revolutionary.ftl # Resources/Locale/en-US/_strings/job/job-names.ftl # Resources/Locale/en-US/_strings/lobby/lobby-state-background.ftl # Resources/Locale/en-US/_strings/reagents/meta/medicine.ftl # Resources/Locale/en-US/_strings/reagents/meta/physical-desc.ftl # Resources/Locale/en-US/_strings/silicons/borg-module.ftl # Resources/Locale/en-US/_strings/store/changeling-catalog.ftl # Resources/Locale/en-US/_strings/store/currency.ftl # Resources/Locale/en-US/_strings/store/store.ftl # Resources/Locale/en-US/_strings/store/uplink-catalog.ftl # Resources/Prototypes/Body/Organs/slime.yml # Resources/Prototypes/Catalog/Fills/Backpacks/backpack.yml # Resources/Prototypes/Catalog/Fills/Backpacks/duffelbag.yml # Resources/Prototypes/Catalog/Fills/Boxes/ammunition.yml # Resources/Prototypes/Catalog/Fills/Boxes/emergency.yml # Resources/Prototypes/Catalog/Fills/Crates/antag.yml # Resources/Prototypes/Catalog/Fills/Crates/armory.yml # Resources/Prototypes/Catalog/Fills/Crates/botany.yml # Resources/Prototypes/Catalog/Fills/Crates/fun.yml # Resources/Prototypes/Catalog/Fills/Crates/medical.yml # Resources/Prototypes/Catalog/Fills/Crates/salvage.yml # Resources/Prototypes/Catalog/Fills/Crates/security.yml # Resources/Prototypes/Catalog/Fills/Crates/service.yml # Resources/Prototypes/Catalog/Fills/Crates/syndicate.yml # Resources/Prototypes/Catalog/Fills/Items/belt.yml # Resources/Prototypes/Catalog/Fills/Items/briefcases.yml # Resources/Prototypes/Catalog/Fills/Items/firstaidkits.yml # Resources/Prototypes/Catalog/Fills/Items/toolboxes.yml # Resources/Prototypes/Catalog/Fills/Lockers/dressers.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/theater.yml # Resources/Prototypes/Catalog/uplink_catalog.yml # Resources/Prototypes/Entities/Clothing/Back/backpacks.yml # Resources/Prototypes/Entities/Clothing/Shoes/magboots.yml # Resources/Prototypes/Entities/Debugging/debug_sweps.yml # Resources/Prototypes/Entities/Debugging/stress_test.yml # Resources/Prototypes/Entities/Markers/Spawners/Random/anomaly.yml # Resources/Prototypes/Entities/Markers/Spawners/Random/toy.yml # Resources/Prototypes/Entities/Mobs/Cyborgs/base_borg_chassis.yml # Resources/Prototypes/Entities/Mobs/Cyborgs/xenoborgs.yml # Resources/Prototypes/Entities/Mobs/NPCs/animals.yml # Resources/Prototypes/Entities/Mobs/NPCs/carp.yml # Resources/Prototypes/Entities/Objects/Devices/base_handheld.yml # Resources/Prototypes/Entities/Objects/Fun/Instruments/instruments_misc.yml # Resources/Prototypes/Entities/Objects/Fun/dice_bag.yml # Resources/Prototypes/Entities/Objects/Fun/snap_pops.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/other.yml # Resources/Prototypes/Entities/Objects/Materials/parts.yml # Resources/Prototypes/Entities/Objects/Misc/identification_cards.yml # Resources/Prototypes/Entities/Objects/Misc/subdermal_implants.yml # Resources/Prototypes/Entities/Objects/Shields/shields.yml # Resources/Prototypes/Entities/Objects/Specific/Chapel/bibles.yml # Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/hypospray.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/surgery.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/borg_modules.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/mmi.yml # Resources/Prototypes/Entities/Objects/Specific/Service/barber.yml # Resources/Prototypes/Entities/Objects/Tools/glowstick.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Boxes/antimateriel.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Boxes/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/heavy_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/light_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/shotgun.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/light_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/grenade.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/rifle_light.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/explosives.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/LMGs/lmgs.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Pistols/pistols.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/hitscan.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Rifles/rifles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/SMGs/smgs.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/knife.yml # Resources/Prototypes/Entities/Objects/Weapons/Throwable/grenades.yml # Resources/Prototypes/Entities/Structures/Furniture/dresser.yml # Resources/Prototypes/Entities/Structures/Machines/lathe.yml # Resources/Prototypes/Entities/Structures/Shuttles/cannons.yml # Resources/Prototypes/Entities/Structures/Walls/walls.yml # Resources/Prototypes/GameRules/roundstart.yml # Resources/Prototypes/GameRules/unknown_shuttles.yml # Resources/Prototypes/InventoryTemplates/aghost_inventory_template.yml # Resources/Prototypes/Loadouts/Jobs/Security/security_officer.yml # Resources/Prototypes/Loadouts/loadout_groups.yml # Resources/Prototypes/Loadouts/role_loadouts.yml # Resources/Prototypes/Maps/Pools/default.yml # Resources/Prototypes/Maps/amber.yml # Resources/Prototypes/Maps/oasis.yml # Resources/Prototypes/Maps/reach.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/Reactions/medicine.yml # Resources/Prototypes/Roles/Jobs/Security/head_of_security.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/Roles/Jobs/Wildcards/zookeeper.yml # Resources/Prototypes/Roles/play_time_trackers.yml # Resources/Prototypes/Shuttles/shuttle_incoming_event.yml # Resources/Prototypes/Species/species_weights.yml # Resources/Prototypes/Store/presets.yml # Resources/Prototypes/ai_factions.yml # Resources/Prototypes/borg_types.yml # Resources/Prototypes/explosion.yml # Resources/Prototypes/game_presets.yml # Resources/Prototypes/lobbyscreens.yml # Resources/Prototypes/silicon-laws.yml # Resources/Textures/Clothing/Back/Duffels/syndicate.rsi/icon-med.png # Resources/Textures/Clothing/Back/Duffels/syndicate.rsi/meta.json # Resources/Textures/Objects/Specific/Mech/mecha.rsi/meta.json # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-broken.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-empty.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-open.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_chassis.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_harness+o.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_harness.png # Resources/Textures/Objects/Specific/Medical/hypospray.rsi/meta.json # Resources/Textures/Objects/Specific/Medical/medical.rsi/meta.json # Resources/Textures/Objects/Weapons/Guns/Projectiles/projectiles.rsi/meta.json # Resources/Textures/Objects/Weapons/Guns/Projectiles/projectiles2.rsi/meta.json # Resources/Textures/Structures/Storage/canister.rsi/meta.json # Resources/Textures/Structures/Storage/tanks.rsi/meta.json # Resources/migration.yml # RobustToolbox # SECURITY.md # SpaceStation14.sln
400 lines
12 KiB
C#
400 lines
12 KiB
C#
using System.Diagnostics.CodeAnalysis;
|
|
using System.Linq;
|
|
using Content.Shared.CCVar;
|
|
using Content.Shared.Humanoid.Prototypes;
|
|
using Content.Shared.Random;
|
|
using Content.Sunrise.Interfaces.Shared;
|
|
using Robust.Shared.Collections;
|
|
using Robust.Shared.Network;
|
|
using Robust.Shared.Configuration;
|
|
using Robust.Shared.Player;
|
|
using Robust.Shared.Prototypes;
|
|
using Robust.Shared.Serialization;
|
|
using Robust.Shared.Utility;
|
|
using Robust.Shared.Localization;
|
|
|
|
namespace Content.Shared.Preferences.Loadouts;
|
|
|
|
/// <summary>
|
|
/// Contains all of the selected data for a role's loadout.
|
|
/// </summary>
|
|
[Serializable, NetSerializable, DataDefinition]
|
|
public sealed partial class RoleLoadout : IEquatable<RoleLoadout>
|
|
{
|
|
[DataField]
|
|
public ProtoId<RoleLoadoutPrototype> Role;
|
|
|
|
[DataField]
|
|
public Dictionary<ProtoId<LoadoutGroupPrototype>, List<Loadout>> SelectedLoadouts = new();
|
|
|
|
/// <summary>
|
|
/// Loadout specific name.
|
|
/// </summary>
|
|
[DataField]
|
|
public string? EntityName;
|
|
|
|
/*
|
|
* Loadout-specific data used for validation.
|
|
*/
|
|
|
|
public int? Points;
|
|
|
|
public RoleLoadout(ProtoId<RoleLoadoutPrototype> role)
|
|
{
|
|
Role = role;
|
|
}
|
|
|
|
public RoleLoadout Clone()
|
|
{
|
|
var weh = new RoleLoadout(Role);
|
|
|
|
foreach (var selected in SelectedLoadouts)
|
|
{
|
|
weh.SelectedLoadouts.Add(selected.Key, new List<Loadout>(selected.Value));
|
|
}
|
|
|
|
weh.EntityName = EntityName;
|
|
|
|
return weh;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Ensures all prototypes exist and effects can be applied.
|
|
/// </summary>
|
|
public void EnsureValid(HumanoidCharacterProfile profile, ICommonSession session, IDependencyCollection collection, string[] sponsorPrototypes) // Sunrise-Sponsors
|
|
{
|
|
var groupRemove = new ValueList<string>();
|
|
var protoManager = collection.Resolve<IPrototypeManager>();
|
|
var configManager = collection.Resolve<IConfigurationManager>();
|
|
|
|
if (!protoManager.TryIndex(Role, out var roleProto))
|
|
{
|
|
EntityName = null;
|
|
SelectedLoadouts.Clear();
|
|
return;
|
|
}
|
|
|
|
// Remove name not allowed.
|
|
if (!roleProto.CanCustomizeName)
|
|
{
|
|
EntityName = null;
|
|
}
|
|
|
|
// Validate name length
|
|
// TODO: Probably allow regex to be supplied?
|
|
if (EntityName != null)
|
|
{
|
|
var name = EntityName.Trim();
|
|
var maxNameLength = configManager.GetCVar(CCVars.MaxNameLength);
|
|
|
|
if (name.Length > maxNameLength)
|
|
{
|
|
EntityName = name[..maxNameLength];
|
|
}
|
|
|
|
if (name.Length == 0)
|
|
{
|
|
EntityName = null;
|
|
}
|
|
}
|
|
|
|
// In some instances we might not have picked up a new group for existing data.
|
|
foreach (var groupProto in roleProto.Groups)
|
|
{
|
|
if (SelectedLoadouts.ContainsKey(groupProto))
|
|
continue;
|
|
|
|
// Data will get set below.
|
|
SelectedLoadouts[groupProto] = new List<Loadout>();
|
|
}
|
|
|
|
// Reset points to recalculate.
|
|
Points = roleProto.Points;
|
|
|
|
foreach (var (group, groupLoadouts) in SelectedLoadouts)
|
|
{
|
|
// Check the group is even valid for this role.
|
|
if (!roleProto.Groups.Contains(group))
|
|
{
|
|
groupRemove.Add(group);
|
|
continue;
|
|
}
|
|
|
|
// Dump if Group doesn't exist
|
|
if (!protoManager.TryIndex(group, out var groupProto))
|
|
{
|
|
groupRemove.Add(group);
|
|
continue;
|
|
}
|
|
|
|
var loadouts = groupLoadouts[..Math.Min(groupLoadouts.Count, groupProto.MaxLimit)];
|
|
|
|
// Validate first
|
|
for (var i = loadouts.Count - 1; i >= 0; i--)
|
|
{
|
|
var loadout = loadouts[i];
|
|
|
|
// Old prototype or otherwise invalid.
|
|
if (!protoManager.TryIndex(loadout.Prototype, out var loadoutProto))
|
|
{
|
|
loadouts.RemoveAt(i);
|
|
continue;
|
|
}
|
|
|
|
// Malicious client maybe, check the group even has it.
|
|
if (!groupProto.Loadouts.Contains(loadout.Prototype))
|
|
{
|
|
loadouts.RemoveAt(i);
|
|
continue;
|
|
}
|
|
|
|
// Validate the loadout can be applied (e.g. points).
|
|
if (!IsValid(profile, session, loadout.Prototype, collection, sponsorPrototypes, out _)) // Sunrise-Sponsors
|
|
{
|
|
loadouts.RemoveAt(i);
|
|
continue;
|
|
}
|
|
|
|
Apply(loadoutProto);
|
|
}
|
|
|
|
// Apply defaults if required
|
|
// Technically it's possible for someone to game themselves into loadouts they shouldn't have
|
|
// If you put invalid ones first but that's your fault for not using sensible defaults
|
|
if (loadouts.Count < groupProto.MinLimit)
|
|
{
|
|
foreach (var protoId in groupProto.Loadouts)
|
|
{
|
|
if (loadouts.Count >= groupProto.MinLimit)
|
|
break;
|
|
|
|
if (!protoManager.TryIndex(protoId, out var loadoutProto))
|
|
continue;
|
|
|
|
var defaultLoadout = new Loadout()
|
|
{
|
|
Prototype = loadoutProto.ID,
|
|
};
|
|
|
|
if (loadouts.Contains(defaultLoadout))
|
|
continue;
|
|
|
|
// Not valid so don't default to it anyway.
|
|
if (!IsValid(profile, session, defaultLoadout.Prototype, collection, sponsorPrototypes, out _))
|
|
continue;
|
|
|
|
loadouts.Add(defaultLoadout);
|
|
Apply(loadoutProto);
|
|
}
|
|
}
|
|
|
|
SelectedLoadouts[group] = loadouts;
|
|
}
|
|
|
|
foreach (var value in groupRemove)
|
|
{
|
|
SelectedLoadouts.Remove(value);
|
|
}
|
|
}
|
|
|
|
private void Apply(LoadoutPrototype loadoutProto)
|
|
{
|
|
foreach (var effect in loadoutProto.Effects)
|
|
{
|
|
effect.Apply(this);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Resets the selected loadouts to default if no data is present.
|
|
/// </summary>
|
|
public void SetDefault(HumanoidCharacterProfile? profile, ICommonSession? session, IPrototypeManager protoManager, string[] sponsorPrototypes, bool force = false)
|
|
{
|
|
if (profile == null)
|
|
return;
|
|
|
|
if (force)
|
|
SelectedLoadouts.Clear();
|
|
|
|
var collection = IoCManager.Instance!;
|
|
var roleProto = protoManager.Index(Role);
|
|
|
|
for (var i = roleProto.Groups.Count - 1; i >= 0; i--)
|
|
{
|
|
var group = roleProto.Groups[i];
|
|
|
|
if (!protoManager.TryIndex(group, out var groupProto))
|
|
continue;
|
|
|
|
if (SelectedLoadouts.ContainsKey(group))
|
|
continue;
|
|
|
|
var loadouts = new List<Loadout>();
|
|
SelectedLoadouts[group] = loadouts;
|
|
|
|
if (groupProto.MinLimit > 0 || loadouts.Count < groupProto.DefaultSelected)
|
|
{
|
|
// Apply any loadouts we can.
|
|
foreach (var protoId in groupProto.Loadouts)
|
|
{
|
|
// Reached the limit, time to stop
|
|
if (loadouts.Count >= Math.Max(groupProto.MinLimit, groupProto.DefaultSelected))
|
|
break;
|
|
|
|
if (!protoManager.TryIndex(protoId, out var loadoutProto))
|
|
continue;
|
|
|
|
var defaultLoadout = new Loadout()
|
|
{
|
|
Prototype = loadoutProto.ID,
|
|
};
|
|
|
|
// Not valid so don't default to it anyway.
|
|
if (!IsValid(profile, session, defaultLoadout.Prototype, collection, sponsorPrototypes, out _))
|
|
continue;
|
|
|
|
loadouts.Add(defaultLoadout);
|
|
Apply(loadoutProto);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns whether a loadout is valid or not.
|
|
/// </summary>
|
|
public bool IsValid(HumanoidCharacterProfile profile, ICommonSession? session, ProtoId<LoadoutPrototype> loadout, IDependencyCollection collection, string[] sponsorPrototypes, [NotNullWhen(false)] out FormattedMessage? reason)
|
|
{
|
|
reason = null;
|
|
|
|
var protoManager = collection.Resolve<IPrototypeManager>();
|
|
|
|
if (!protoManager.TryIndex(loadout, out var loadoutProto))
|
|
{
|
|
// Uhh
|
|
reason = FormattedMessage.FromMarkupOrThrow("");
|
|
return false;
|
|
}
|
|
|
|
if (!protoManager.HasIndex(Role))
|
|
{
|
|
reason = FormattedMessage.FromUnformatted("loadouts-prototype-missing");
|
|
return false;
|
|
}
|
|
|
|
// Sunrise-Sponsots-Start
|
|
if (loadoutProto.SponsorOnly && !sponsorPrototypes.Contains(loadout.Id))
|
|
{
|
|
reason = FormattedMessage.FromUnformatted(Loc.GetString("loadout-sponsor-only"));
|
|
return false;
|
|
}
|
|
// Sunrise-Sponsots-End
|
|
|
|
var valid = true;
|
|
|
|
foreach (var effect in loadoutProto.Effects)
|
|
{
|
|
valid = valid && effect.Validate(profile, this, session, collection, out reason);
|
|
}
|
|
|
|
return valid;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Applies the specified loadout to this group.
|
|
/// </summary>
|
|
public bool AddLoadout(ProtoId<LoadoutGroupPrototype> selectedGroup, ProtoId<LoadoutPrototype> selectedLoadout, IPrototypeManager protoManager)
|
|
{
|
|
var groupLoadouts = SelectedLoadouts[selectedGroup];
|
|
|
|
// Need to unselect existing ones if we're at or above limit
|
|
var limit = Math.Max(0, groupLoadouts.Count + 1 - protoManager.Index(selectedGroup).MaxLimit);
|
|
|
|
for (var i = 0; i < groupLoadouts.Count; i++)
|
|
{
|
|
var loadout = groupLoadouts[i];
|
|
|
|
if (loadout.Prototype != selectedLoadout)
|
|
{
|
|
// Remove any other loadouts that might push it above the limit.
|
|
if (limit > 0)
|
|
{
|
|
limit--;
|
|
groupLoadouts.RemoveAt(i);
|
|
i--;
|
|
}
|
|
|
|
continue;
|
|
}
|
|
|
|
DebugTools.Assert(false);
|
|
return false;
|
|
}
|
|
|
|
groupLoadouts.Add(new Loadout()
|
|
{
|
|
Prototype = selectedLoadout,
|
|
});
|
|
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Removed the specified loadout from this group.
|
|
/// </summary>
|
|
public bool RemoveLoadout(ProtoId<LoadoutGroupPrototype> selectedGroup, ProtoId<LoadoutPrototype> selectedLoadout, IPrototypeManager protoManager)
|
|
{
|
|
// Although this may bring us below minimum we'll let EnsureValid handle it.
|
|
|
|
var groupLoadouts = SelectedLoadouts[selectedGroup];
|
|
|
|
for (var i = 0; i < groupLoadouts.Count; i++)
|
|
{
|
|
var loadout = groupLoadouts[i];
|
|
|
|
if (loadout.Prototype != selectedLoadout)
|
|
continue;
|
|
|
|
groupLoadouts.RemoveAt(i);
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
public bool Equals(RoleLoadout? other)
|
|
{
|
|
if (ReferenceEquals(null, other)) return false;
|
|
if (ReferenceEquals(this, other)) return true;
|
|
|
|
if (!Role.Equals(other.Role) ||
|
|
SelectedLoadouts.Count != other.SelectedLoadouts.Count ||
|
|
Points != other.Points ||
|
|
EntityName != other.EntityName)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Tried using SequenceEqual but it stinky so.
|
|
foreach (var (key, value) in SelectedLoadouts)
|
|
{
|
|
if (!other.SelectedLoadouts.TryGetValue(key, out var otherValue) ||
|
|
!otherValue.SequenceEqual(value))
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
public override bool Equals(object? obj)
|
|
{
|
|
return ReferenceEquals(this, obj) || obj is RoleLoadout other && Equals(other);
|
|
}
|
|
|
|
public override int GetHashCode()
|
|
{
|
|
return HashCode.Combine(Role, SelectedLoadouts, Points);
|
|
}
|
|
}
|