using Content.Shared.Clothing.Components;
using Content.Shared.Examine;
using Content.Shared.Inventory;
using Content.Shared.Inventory.Events;
namespace Content.Shared.Clothing.EntitySystems;
///
/// A system for the operation of a component that prohibits the player from taking off his own clothes that have this component.
///
public sealed class SelfUnremovableClothingSystem : EntitySystem
{
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent(OnUnequip);
SubscribeLocalEvent(OnUnequipMarkup);
}
private void OnUnequip(Entity selfUnremovableClothing, ref BeingUnequippedAttemptEvent args)
{
if (TryComp(selfUnremovableClothing, out var clothing) && (clothing.Slots & args.SlotFlags) == SlotFlags.NONE)
return;
if (args.UnEquipTarget == args.Unequipee)
{
args.Cancel();
}
}
private void OnUnequipMarkup(Entity selfUnremovableClothing, ref ExaminedEvent args)
{
args.PushMarkup(Loc.GetString("comp-self-unremovable-clothing"));
}
}