# Conflicts: # .github/workflows/publish.yml # Content.Client/Clothing/ClientClothingSystem.cs # Content.Client/Clothing/Systems/ChameleonClothingSystem.cs # Content.Client/Fax/UI/FaxWindow.xaml # Content.Client/Ghost/GhostSystem.cs # Content.Client/Holiday/HolidaySystem.cs # Content.Client/Humanoid/HumanoidAppearanceSystem.cs # Content.Client/Lobby/UI/Loadouts/LoadoutWindow.xaml.cs # Content.Client/Lobby/UI/LobbyGui.xaml # Content.Client/Lobby/UI/LobbyGui.xaml.cs # Content.Client/Mech/MechSystem.cs # Content.Client/Stealth/StealthSystem.cs # Content.Client/Weapons/Ranged/Systems/GunSystem.cs # Content.Server.Database/Migrations/Sqlite/SqliteServerDbContextModelSnapshot.cs # Content.Server/Bed/BedSystem.cs # Content.Server/Body/Systems/BodySystem.cs # Content.Server/Body/Systems/RespiratorSystem.cs # Content.Server/Cargo/Systems/CargoSystem.Orders.cs # Content.Server/Communications/CommunicationsConsoleComponent.cs # Content.Server/EntityEffects/Effects/AreaReactionEffect.cs # Content.Server/EntityEffects/Effects/MakeSentient.cs # Content.Server/EntityEffects/Effects/PlantMetabolism/PlantAdjustPests.cs # Content.Server/EntityEffects/Effects/PlantMetabolism/PlantAdjustToxins.cs # Content.Server/EntityEffects/Effects/PlantMetabolism/PlantAdjustWeeds.cs # Content.Server/EntityEffects/Effects/PlantMutateGases.cs # Content.Server/Fluids/EntitySystems/AbsorbentSystem.cs # Content.Server/GameTicking/GameTicker.Spawning.cs # Content.Server/GameTicking/Rules/NukeopsRuleSystem.cs # Content.Server/IoC/ServerContentIoC.cs # Content.Server/Nutrition/EntitySystems/FoodSystem.cs # Content.Server/Power/EntitySystems/PowerNetSystem.cs # Content.Server/Preferences/Managers/ServerPreferencesManager.cs # Content.Server/RoundEnd/RoundEndSystem.cs # Content.Server/Shuttles/Systems/EmergencyShuttleSystem.cs # Content.Server/Station/Systems/StationSpawningSystem.cs # Content.Server/VoiceMask/VoiceMaskSystem.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.cs # Content.Shared/Bed/Components/HealOnBuckleComponent.cs # Content.Shared/Clothing/EntitySystems/ClothingSystem.cs # Content.Shared/EntityEffects/Effects/ExplosionReactionEffect.cs # Content.Shared/Inventory/InventorySystem.Relay.cs # Content.Shared/Item/ItemToggle/Components/ComponentTogglerComponent.cs # Content.Shared/Preferences/HumanoidCharacterProfile.cs # Content.Shared/Preferences/Loadouts/RoleLoadout.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/Wieldable/SharedWieldableSystem.cs # Resources/Audio/Machines/attributions.yml # Resources/Locale/en-US/_strings/atmos/plaque-component.ftl # Resources/Locale/en-US/_strings/chat/chat-channel.ftl # Resources/Locale/en-US/_strings/components/screen-component.ftl # Resources/Locale/en-US/_strings/inventory/components/slot-block-component.ftl # Resources/Locale/en-US/_strings/mass-media/news-discord.ftl # Resources/Locale/en-US/_strings/objectives/commands/stripall.ftl # Resources/Locale/en-US/_strings/salvage/job-board.ftl # Resources/Locale/en-US/_strings/ui/spray-painter-window.ftl # Resources/Locale/en-US/_strings/ui/turret-controls.ftl # Resources/Maps/_Sunrise/Station/box.yml # Resources/Prototypes/Access/misc.yml # Resources/Prototypes/Catalog/Fills/Boxes/emergency.yml # Resources/Prototypes/Catalog/Fills/Lockers/engineer.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/service.yml # Resources/Prototypes/Catalog/Fills/Lockers/suit_storage.yml # Resources/Prototypes/Entities/Clothing/Head/helmets.yml # Resources/Prototypes/Entities/Clothing/Masks/masks.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/hardsuits.yml # Resources/Prototypes/Entities/Markers/Spawners/mobs.yml # Resources/Prototypes/Entities/Mobs/Cyborgs/base_borg_chassis.yml # Resources/Prototypes/Entities/Mobs/NPCs/animals.yml # Resources/Prototypes/Entities/Mobs/NPCs/regalrat.yml # Resources/Prototypes/Entities/Mobs/NPCs/silicon.yml # Resources/Prototypes/Entities/Mobs/Player/dragon.yml # Resources/Prototypes/Entities/Mobs/Player/silicon.yml # Resources/Prototypes/Entities/Mobs/Species/arachnid.yml # Resources/Prototypes/Entities/Mobs/Species/moth.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/borg_modules.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Shotguns/shotguns.yml # Resources/Prototypes/LootTables/suspicion_loot_table.yml # Resources/Prototypes/Reagents/Consumable/Drink/drinks.yml # Resources/Prototypes/Reagents/medicine.yml # Resources/Prototypes/Recipes/Lathes/Packs/science.yml # Resources/Prototypes/Recipes/Lathes/medical.yml # Resources/Prototypes/SoundCollections/NukeMusic.yml # Resources/ServerInfo/Guidebook/Cargo/Salvage.xml # Resources/Textures/Clothing/Hands/Gloves/KnuckleDusters/brassknuckleduster.rsi/equipped-OUTERCLOTHING-reptilian.png # Resources/Textures/Clothing/OuterClothing/Hardsuits/basic.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/eva.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/eva_emergency.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/eva_prisoner.rsi/meta.json # Resources/Textures/Effects/speech.rsi/alien3.png # Resources/Textures/Effects/speech.rsi/alienroyal3.png # Resources/Textures/Effects/speech.rsi/default3.png # Resources/Textures/Effects/speech.rsi/guardian3.png # Resources/Textures/Effects/speech.rsi/holo3.png # Resources/Textures/Effects/speech.rsi/lawyer3.png # Resources/Textures/Effects/speech.rsi/lizard3.png # Resources/Textures/Effects/speech.rsi/meta.json # Resources/Textures/Effects/speech.rsi/moth3.png # Resources/Textures/Effects/speech.rsi/robot3.png # Resources/Textures/Effects/speech.rsi/slime3.png # Resources/Textures/Effects/speech.rsi/spider3.png # Resources/Textures/Effects/speech.rsi/syndibot3.png # Resources/Textures/Interface/Misc/job_icons.rsi/meta.json # Resources/Textures/Mobs/Silicon/chassis.rsi/meta.json # Resources/Textures/Mobs/Species/Reptilian/parts.rsi/head_f.png # Resources/Textures/Mobs/Species/Reptilian/parts.rsi/head_m.png # Resources/Textures/Objects/Misc/id_cards.rsi/meta.json # Resources/Textures/Structures/Doors/Airlocks/Glass/external.rsi/emergency_unlit.png # Resources/Textures/Structures/Piping/disposal.rsi/meta.json # Resources/Textures/Tiles/attributions.yml # Resources/Textures/Tiles/steel_dirty.png # Resources/migration.yml # runclient-Tools.bat # runclient.bat
399 lines
12 KiB
C#
399 lines
12 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using Content.Shared.CCVar;
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using Content.Shared.Humanoid.Prototypes;
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using Content.Shared.Random;
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using Content.Sunrise.Interfaces.Shared;
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using Robust.Shared.Collections;
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using Robust.Shared.Network;
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using Robust.Shared.Configuration;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
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using Robust.Shared.Localization;
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namespace Content.Shared.Preferences.Loadouts;
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/// <summary>
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/// Contains all of the selected data for a role's loadout.
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/// </summary>
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[Serializable, NetSerializable, DataDefinition]
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public sealed partial class RoleLoadout : IEquatable<RoleLoadout>
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{
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[DataField]
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public ProtoId<RoleLoadoutPrototype> Role;
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[DataField]
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public Dictionary<ProtoId<LoadoutGroupPrototype>, List<Loadout>> SelectedLoadouts = new();
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/// <summary>
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/// Loadout specific name.
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/// </summary>
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public string? EntityName;
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/*
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* Loadout-specific data used for validation.
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*/
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public int? Points;
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public RoleLoadout(ProtoId<RoleLoadoutPrototype> role)
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{
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Role = role;
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}
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public RoleLoadout Clone()
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{
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var weh = new RoleLoadout(Role);
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foreach (var selected in SelectedLoadouts)
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{
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weh.SelectedLoadouts.Add(selected.Key, new List<Loadout>(selected.Value));
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}
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weh.EntityName = EntityName;
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return weh;
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}
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/// <summary>
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/// Ensures all prototypes exist and effects can be applied.
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/// </summary>
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public void EnsureValid(HumanoidCharacterProfile profile, ICommonSession session, IDependencyCollection collection, string[] sponsorPrototypes) // Sunrise-Sponsors
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{
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var groupRemove = new ValueList<string>();
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var protoManager = collection.Resolve<IPrototypeManager>();
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var configManager = collection.Resolve<IConfigurationManager>();
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if (!protoManager.TryIndex(Role, out var roleProto))
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{
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EntityName = null;
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SelectedLoadouts.Clear();
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return;
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}
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// Remove name not allowed.
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if (!roleProto.CanCustomizeName)
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{
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EntityName = null;
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}
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// Validate name length
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// TODO: Probably allow regex to be supplied?
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if (EntityName != null)
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{
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var name = EntityName.Trim();
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var maxNameLength = configManager.GetCVar(CCVars.MaxNameLength);
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if (name.Length > maxNameLength)
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{
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EntityName = name[..maxNameLength];
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}
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if (name.Length == 0)
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{
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EntityName = null;
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}
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}
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// In some instances we might not have picked up a new group for existing data.
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foreach (var groupProto in roleProto.Groups)
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{
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if (SelectedLoadouts.ContainsKey(groupProto))
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continue;
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// Data will get set below.
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SelectedLoadouts[groupProto] = new List<Loadout>();
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}
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// Reset points to recalculate.
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Points = roleProto.Points;
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foreach (var (group, groupLoadouts) in SelectedLoadouts)
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{
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// Check the group is even valid for this role.
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if (!roleProto.Groups.Contains(group))
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{
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groupRemove.Add(group);
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continue;
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}
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// Dump if Group doesn't exist
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if (!protoManager.TryIndex(group, out var groupProto))
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{
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groupRemove.Add(group);
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continue;
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}
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var loadouts = groupLoadouts[..Math.Min(groupLoadouts.Count, groupProto.MaxLimit)];
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// Validate first
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for (var i = loadouts.Count - 1; i >= 0; i--)
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{
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var loadout = loadouts[i];
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// Old prototype or otherwise invalid.
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if (!protoManager.TryIndex(loadout.Prototype, out var loadoutProto))
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{
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loadouts.RemoveAt(i);
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continue;
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}
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// Malicious client maybe, check the group even has it.
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if (!groupProto.Loadouts.Contains(loadout.Prototype))
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{
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loadouts.RemoveAt(i);
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continue;
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}
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// Validate the loadout can be applied (e.g. points).
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if (!IsValid(profile, session, loadout.Prototype, collection, sponsorPrototypes, out _)) // Sunrise-Sponsors
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{
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loadouts.RemoveAt(i);
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continue;
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}
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Apply(loadoutProto);
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}
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// Apply defaults if required
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// Technically it's possible for someone to game themselves into loadouts they shouldn't have
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// If you put invalid ones first but that's your fault for not using sensible defaults
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if (loadouts.Count < groupProto.MinLimit)
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{
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foreach (var protoId in groupProto.Loadouts)
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{
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if (loadouts.Count >= groupProto.MinLimit)
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break;
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if (!protoManager.TryIndex(protoId, out var loadoutProto))
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continue;
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var defaultLoadout = new Loadout()
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{
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Prototype = loadoutProto.ID,
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};
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if (loadouts.Contains(defaultLoadout))
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continue;
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// Not valid so don't default to it anyway.
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if (!IsValid(profile, session, defaultLoadout.Prototype, collection, sponsorPrototypes, out _))
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continue;
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loadouts.Add(defaultLoadout);
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Apply(loadoutProto);
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}
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}
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SelectedLoadouts[group] = loadouts;
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}
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foreach (var value in groupRemove)
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{
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SelectedLoadouts.Remove(value);
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}
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}
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private void Apply(LoadoutPrototype loadoutProto)
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{
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foreach (var effect in loadoutProto.Effects)
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{
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effect.Apply(this);
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}
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}
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/// <summary>
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/// Resets the selected loadouts to default if no data is present.
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/// </summary>
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public void SetDefault(HumanoidCharacterProfile? profile, ICommonSession? session, IPrototypeManager protoManager, string[] sponsorPrototypes, bool force = false)
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{
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if (profile == null)
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return;
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if (force)
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SelectedLoadouts.Clear();
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var collection = IoCManager.Instance!;
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var roleProto = protoManager.Index(Role);
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for (var i = roleProto.Groups.Count - 1; i >= 0; i--)
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{
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var group = roleProto.Groups[i];
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if (!protoManager.TryIndex(group, out var groupProto))
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continue;
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if (SelectedLoadouts.ContainsKey(group))
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continue;
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var loadouts = new List<Loadout>();
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SelectedLoadouts[group] = loadouts;
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if (groupProto.MinLimit > 0)
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{
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// Apply any loadouts we can.
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foreach (var protoId in groupProto.Loadouts)
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{
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// Reached the limit, time to stop
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if (loadouts.Count >= groupProto.MinLimit)
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break;
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if (!protoManager.TryIndex(protoId, out var loadoutProto))
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continue;
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var defaultLoadout = new Loadout()
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{
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Prototype = loadoutProto.ID,
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};
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// Not valid so don't default to it anyway.
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if (!IsValid(profile, session, defaultLoadout.Prototype, collection, sponsorPrototypes, out _))
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continue;
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loadouts.Add(defaultLoadout);
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Apply(loadoutProto);
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}
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}
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}
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}
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/// <summary>
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/// Returns whether a loadout is valid or not.
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/// </summary>
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public bool IsValid(HumanoidCharacterProfile profile, ICommonSession? session, ProtoId<LoadoutPrototype> loadout, IDependencyCollection collection, string[] sponsorPrototypes, [NotNullWhen(false)] out FormattedMessage? reason)
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{
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reason = null;
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var protoManager = collection.Resolve<IPrototypeManager>();
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if (!protoManager.TryIndex(loadout, out var loadoutProto))
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{
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// Uhh
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reason = FormattedMessage.FromMarkupOrThrow("");
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return false;
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}
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if (!protoManager.HasIndex(Role))
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{
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reason = FormattedMessage.FromUnformatted("loadouts-prototype-missing");
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return false;
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}
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// Sunrise-Sponsots-Start
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if (loadoutProto.SponsorOnly && !sponsorPrototypes.Contains(loadout.Id))
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{
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reason = FormattedMessage.FromUnformatted(Loc.GetString("loadout-sponsor-only"));
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return false;
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}
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// Sunrise-Sponsots-End
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var valid = true;
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foreach (var effect in loadoutProto.Effects)
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{
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valid = valid && effect.Validate(profile, this, session, collection, out reason);
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}
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return valid;
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}
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/// <summary>
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/// Applies the specified loadout to this group.
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/// </summary>
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public bool AddLoadout(ProtoId<LoadoutGroupPrototype> selectedGroup, ProtoId<LoadoutPrototype> selectedLoadout, IPrototypeManager protoManager)
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{
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var groupLoadouts = SelectedLoadouts[selectedGroup];
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// Need to unselect existing ones if we're at or above limit
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var limit = Math.Max(0, groupLoadouts.Count + 1 - protoManager.Index(selectedGroup).MaxLimit);
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for (var i = 0; i < groupLoadouts.Count; i++)
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{
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var loadout = groupLoadouts[i];
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if (loadout.Prototype != selectedLoadout)
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{
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// Remove any other loadouts that might push it above the limit.
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if (limit > 0)
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{
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limit--;
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groupLoadouts.RemoveAt(i);
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i--;
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}
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continue;
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}
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DebugTools.Assert(false);
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return false;
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}
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groupLoadouts.Add(new Loadout()
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{
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Prototype = selectedLoadout,
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});
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return true;
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}
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/// <summary>
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/// Removed the specified loadout from this group.
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/// </summary>
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public bool RemoveLoadout(ProtoId<LoadoutGroupPrototype> selectedGroup, ProtoId<LoadoutPrototype> selectedLoadout, IPrototypeManager protoManager)
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{
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// Although this may bring us below minimum we'll let EnsureValid handle it.
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var groupLoadouts = SelectedLoadouts[selectedGroup];
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for (var i = 0; i < groupLoadouts.Count; i++)
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{
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var loadout = groupLoadouts[i];
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if (loadout.Prototype != selectedLoadout)
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continue;
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groupLoadouts.RemoveAt(i);
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return true;
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}
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return false;
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}
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public bool Equals(RoleLoadout? other)
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{
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if (ReferenceEquals(null, other)) return false;
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if (ReferenceEquals(this, other)) return true;
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if (!Role.Equals(other.Role) ||
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SelectedLoadouts.Count != other.SelectedLoadouts.Count ||
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Points != other.Points ||
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EntityName != other.EntityName)
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{
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return false;
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}
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// Tried using SequenceEqual but it stinky so.
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foreach (var (key, value) in SelectedLoadouts)
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{
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if (!other.SelectedLoadouts.TryGetValue(key, out var otherValue) ||
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!otherValue.SequenceEqual(value))
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{
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return false;
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}
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}
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return true;
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}
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public override bool Equals(object? obj)
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{
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return ReferenceEquals(this, obj) || obj is RoleLoadout other && Equals(other);
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}
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public override int GetHashCode()
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{
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return HashCode.Combine(Role, SelectedLoadouts, Points);
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}
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}
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