using System.Linq; using Content.Shared.Body.Systems; using Content.Shared.Clothing.Components; using Content.Shared.Humanoid; using Content.Shared.Preferences; using Content.Shared.Preferences.Loadouts; using Content.Shared.Roles; using Content.Shared.Station; using Robust.Shared.Player; using Robust.Shared.Prototypes; using Robust.Shared.Random; namespace Content.Shared.Clothing; /// /// Assigns a loadout to an entity based on the RoleLoadout prototype /// public sealed class LoadoutSystem : EntitySystem { // Shared so we can predict it for placement manager. [Dependency] private readonly ActorSystem _actors = default!; [Dependency] private readonly SharedStationSpawningSystem _station = default!; [Dependency] private readonly IPrototypeManager _protoMan = default!; [Dependency] private readonly IRobustRandom _random = default!; public override void Initialize() { base.Initialize(); // Wait until the character has all their organs before we give them their loadout SubscribeLocalEvent(OnMapInit, after: [typeof(SharedBodySystem)]); } public static string GetJobPrototype(string? loadout) { if (string.IsNullOrEmpty(loadout)) return string.Empty; return "Job" + loadout; } public EntProtoId? GetFirstOrNull(LoadoutPrototype loadout) { EntProtoId? proto = null; if (_protoMan.TryIndex(loadout.StartingGear, out var gear)) { proto = GetFirstOrNull(gear); } proto ??= GetFirstOrNull((IEquipmentLoadout)loadout); return proto; } /// /// Tries to get the first entity prototype for operations such as sprite drawing. /// public EntProtoId? GetFirstOrNull(IEquipmentLoadout? gear) { if (gear == null) return null; var count = gear.Equipment.Count + gear.Inhand.Count + gear.Storage.Values.Sum(x => x.Count); if (count == 1) { if (gear.Equipment.Count == 1 && _protoMan.TryIndex(gear.Equipment.Values.First(), out var proto)) { return proto.ID; } if (gear.Inhand.Count == 1 && _protoMan.TryIndex(gear.Inhand[0], out proto)) { return proto.ID; } // Storage moment foreach (var ents in gear.Storage.Values) { foreach (var ent in ents) { return ent; } } } return null; } public string GetName(LoadoutPrototype loadout) { if (loadout.DummyEntity is not null && _protoMan.TryIndex(loadout.DummyEntity, out var proto)) return proto.Name; if (_protoMan.TryIndex(loadout.StartingGear, out var gear)) { return GetName(gear); } return GetName((IEquipmentLoadout) loadout); } /// /// Tries to get the name of a loadout. /// public string GetName(IEquipmentLoadout? gear) { if (gear == null) return string.Empty; var count = gear.Equipment.Count + gear.Storage.Values.Sum(o => o.Count) + gear.Inhand.Count; if (count == 1) { if (gear.Equipment.Count == 1 && _protoMan.TryIndex(gear.Equipment.Values.First(), out var proto)) { return proto.Name; } if (gear.Inhand.Count == 1 && _protoMan.TryIndex(gear.Inhand[0], out proto)) { return proto.Name; } foreach (var values in gear.Storage.Values) { if (values.Count != 1) continue; if (_protoMan.TryIndex(values[0], out proto)) { return proto.Name; } break; } } return Loc.GetString($"unknown"); } private void OnMapInit(EntityUid uid, LoadoutComponent component, MapInitEvent args) { Equip(uid, component.StartingGear, component.RoleLoadout); } public void Equip(EntityUid uid, List>? startingGear, List>? loadoutGroups) { // First, randomly pick a startingGear profile from those specified, and equip it. if (startingGear != null && startingGear.Count > 0) _station.EquipStartingGear(uid, _random.Pick(startingGear)); if (loadoutGroups == null) { GearEquipped(uid); return; } // Then, randomly pick a RoleLoadout profile from those specified, and process/equip all LoadoutGroups from it. // For non-roundstart mobs there is no SelectedLoadout data, so minValue must be set in each LoadoutGroup to force selection. var id = _random.Pick(loadoutGroups); var proto = _protoMan.Index(id); var loadout = new RoleLoadout(id); loadout.SetDefault(GetProfile(uid), _actors.GetSession(uid), _protoMan, true); _station.EquipRoleLoadout(uid, loadout, proto); GearEquipped(uid); } public void GearEquipped(EntityUid uid) { var ev = new StartingGearEquippedEvent(uid); RaiseLocalEvent(uid, ref ev); } public HumanoidCharacterProfile GetProfile(EntityUid? uid) { if (TryComp(uid, out HumanoidAppearanceComponent? appearance)) { return HumanoidCharacterProfile.DefaultWithSpecies(appearance.Species); } return HumanoidCharacterProfile.Random(); } }