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<!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Add a bit of clothing specie related and some tiny misc changes. Normally i wanted to add the spooders changes here but with the other spider specie coming in il hold myself for now. --- <!-- A list of everything you have to do before this PR is "complete" You probably won't have to complete everything before merging but it's good to leave future references --> - [x] Add clothings - [x] Loadouts/Vending machines --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p> ![image](https://github.com/Simple-Station/Einstein-Engines/assets/45297731/47865d65-754d-4b70-9c10-19bc9aa55ac6) </p> </details> --- <!-- You can add an author after the `:cl:` to change the name that appears in the changelog (ex: `:cl: Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> :cl: - add: Xenowears! new non-human related clothings. --------- Signed-off-by: FoxxoTrystan <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]> Co-authored-by: VMSolidus <[email protected]>
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Content.Shared/Clothing/Components/EmitsSoundOnMoveComponent.cs
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using Robust.Shared.Audio; | ||
using Robust.Shared.GameStates; | ||
using Robust.Shared.Map; | ||
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namespace Content.Shared.Clothing.Components; | ||
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/// <summary> | ||
/// Indicates that the clothing entity emits sound when it moves. | ||
/// </summary> | ||
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState] | ||
public sealed partial class EmitsSoundOnMoveComponent : Component | ||
{ | ||
[ViewVariables(VVAccess.ReadWrite)] | ||
[DataField(required: true), AutoNetworkedField] | ||
public SoundSpecifier SoundCollection = default!; | ||
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[ViewVariables(VVAccess.ReadWrite)] | ||
[DataField("requiresGravity"), AutoNetworkedField] | ||
public bool RequiresGravity = true; | ||
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[ViewVariables(VVAccess.ReadOnly)] | ||
public EntityCoordinates LastPosition = EntityCoordinates.Invalid; | ||
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/// <summary> | ||
/// The distance moved since the played sound. | ||
/// </summary> | ||
[ViewVariables(VVAccess.ReadOnly)] | ||
public float SoundDistance = 0f; | ||
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/// <summary> | ||
/// Whether this item is equipped in a inventory item slot. | ||
/// </summary> | ||
[ViewVariables(VVAccess.ReadOnly)] | ||
public bool IsSlotValid = true; | ||
} |
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Content.Shared/Clothing/EntitySystems/EmitsSoundOnMoveSystem.cs
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using System.Numerics; | ||
using Content.Shared.Clothing.Components; | ||
using Content.Shared.Gravity; | ||
using Content.Shared.Inventory; | ||
using Content.Shared.Inventory.Events; | ||
using Content.Shared.Mobs.Components; | ||
using Content.Shared.Movement.Components; | ||
using Robust.Shared.Audio.Systems; | ||
using Robust.Shared.Physics.Components; | ||
using Robust.Shared.Timing; | ||
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namespace Content.Shared.Clothing.Systems; | ||
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public sealed class EmitsSoundOnMoveSystem : EntitySystem | ||
{ | ||
[Dependency] private readonly SharedAudioSystem _audio = default!; | ||
[Dependency] private readonly SharedMapSystem _grid = default!; | ||
[Dependency] private readonly SharedGravitySystem _gravity = default!; | ||
[Dependency] private readonly IGameTiming _timing = default!; | ||
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private EntityQuery<InputMoverComponent> _moverQuery; | ||
private EntityQuery<PhysicsComponent> _physicsQuery; | ||
private EntityQuery<ClothingComponent> _clothingQuery; | ||
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public override void Initialize() | ||
{ | ||
_moverQuery = GetEntityQuery<InputMoverComponent>(); | ||
_physicsQuery = GetEntityQuery<PhysicsComponent>(); | ||
_clothingQuery = GetEntityQuery<ClothingComponent>(); | ||
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SubscribeLocalEvent<EmitsSoundOnMoveComponent, GotEquippedEvent>(OnEquipped); | ||
SubscribeLocalEvent<EmitsSoundOnMoveComponent, GotUnequippedEvent>(OnUnequipped); | ||
} | ||
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private void OnEquipped(EntityUid uid, EmitsSoundOnMoveComponent component, GotEquippedEvent args) | ||
{ | ||
component.IsSlotValid = !args.SlotFlags.HasFlag(SlotFlags.POCKET); | ||
} | ||
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private void OnUnequipped(EntityUid uid, EmitsSoundOnMoveComponent component, GotUnequippedEvent args) | ||
{ | ||
component.IsSlotValid = true; | ||
} | ||
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public override void Update(float frameTime) | ||
{ | ||
var query = EntityQueryEnumerator<EmitsSoundOnMoveComponent>(); | ||
while (query.MoveNext(out var uid, out var comp)) | ||
{ | ||
UpdateSound(uid, comp); | ||
} | ||
query.Dispose(); | ||
} | ||
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private void UpdateSound(EntityUid uid, EmitsSoundOnMoveComponent component) | ||
{ | ||
if (!_physicsQuery.TryGetComponent(uid, out var physics)) | ||
return; | ||
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// Space does not transmit sound | ||
if (Transform(uid).GridUid == null) | ||
return; | ||
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if (component.RequiresGravity && _gravity.IsWeightless(uid, physics, Transform(uid))) | ||
return; | ||
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var parent = Transform(uid).ParentUid; | ||
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var isWorn = parent is { Valid: true } && | ||
_clothingQuery.TryGetComponent(uid, out var clothing) | ||
&& clothing.InSlot != null | ||
&& component.IsSlotValid; | ||
// If this entity is worn by another entity, use that entity's coordinates | ||
var coordinates = isWorn ? Transform(parent).Coordinates : Transform(uid).Coordinates; | ||
var distanceNeeded = (isWorn && _moverQuery.TryGetComponent(parent, out var mover) && mover.Sprinting) | ||
? 1.5f // The parent is a mob that is currently sprinting | ||
: 2f; // The parent is not a mob or is not sprinting | ||
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if (!coordinates.TryDistance(EntityManager, component.LastPosition, out var distance) || distance > distanceNeeded) | ||
component.SoundDistance = distanceNeeded; | ||
else | ||
component.SoundDistance += distance; | ||
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component.LastPosition = coordinates; | ||
if (component.SoundDistance < distanceNeeded) | ||
return; | ||
component.SoundDistance -= distanceNeeded; | ||
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var sound = component.SoundCollection; | ||
var audioParams = sound.Params | ||
.WithVolume(sound.Params.Volume) | ||
.WithVariation(sound.Params.Variation ?? 0f); | ||
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_audio.PlayPredicted(sound, uid, uid, audioParams); | ||
} | ||
} |
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- type: entity | ||
parent: Clothing | ||
id: ClothingClothWrap | ||
name: cloth wraps | ||
description: A roll of treated canvas used for wrapping claws or paws. | ||
components: | ||
- type: Item | ||
size: Small | ||
storedRotation: -90 | ||
- type: Sprite | ||
state: icon | ||
sprite: Clothing/Shoes/Misc/clothWrap.rsi | ||
- type: Clothing | ||
slots: | ||
- gloves | ||
- FEET | ||
sprite: Clothing/Shoes/Misc/clothWrap.rsi | ||
- type: Construction | ||
graph: ClothingClothWrap | ||
node: shoes | ||
- type: Butcherable | ||
butcheringType: Knife | ||
spawned: | ||
- id: MaterialCloth1 | ||
amount: 1 | ||
- type: Food | ||
requiresSpecialDigestion: true | ||
- type: SolutionContainerManager | ||
solutions: | ||
food: | ||
maxVol: 10 | ||
reagents: | ||
- ReagentId: Fiber | ||
Quantity: 10 | ||
- type: Tag | ||
tags: | ||
- ClothMade | ||
- WhitelistChameleon |
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Resources/Prototypes/Recipes/Construction/Graphs/clothing/clothwarp.yml
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- type: constructionGraph | ||
id: ClothingClothWrap | ||
start: start | ||
graph: | ||
- node: start | ||
edges: | ||
- to: shoes | ||
steps: | ||
- material: Cloth | ||
amount: 2 | ||
doAfter: 1 | ||
- node: shoes | ||
entity: ClothingClothWrap |
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+4.58 KB
Resources/Textures/Clothing/Neck/Misc/bellcollar.rsi/equipped-NECK.png
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Resources/Textures/Clothing/Neck/Misc/bellcollar.rsi/inhand-right.png
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Resources/Textures/Clothing/Neck/Misc/bellcollar.rsi/meta.json
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{ | ||
"version": 1, | ||
"license": "CC-BY-SA-3.0", | ||
"copyright": "Made by mnemotechnician (GitHub)", | ||
"size": { | ||
"x": 32, | ||
"y": 32 | ||
}, | ||
"states": [ | ||
{ | ||
"name": "icon" | ||
}, | ||
{ | ||
"name": "equipped-NECK", | ||
"directions": 4 | ||
}, | ||
{ | ||
"name": "inhand-left", | ||
"directions": 4 | ||
}, | ||
{ | ||
"name": "inhand-right", | ||
"directions": 4 | ||
} | ||
] | ||
} |
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Resources/Textures/Clothing/Neck/mantles/oldmantle.rsi/equipped-NECK.png
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Resources/Textures/Clothing/Neck/mantles/oldmantle.rsi/meta.json
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{ | ||
"version": 1, | ||
"license": "CC-BY-SA-3.0", | ||
"copyright": "Taken from https://github.com/ParadiseSS13/Paradise/blob/master/icons/mob/clothing/suit.dmi", | ||
"size": { | ||
"x": 32, | ||
"y": 32 | ||
}, | ||
"states": [ | ||
{ | ||
"name": "icon" | ||
}, | ||
{ | ||
"name": "equipped-NECK", | ||
"directions": 4 | ||
} | ||
] | ||
} |
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Resources/Textures/Clothing/Neck/mantles/unathimantle.rsi/equipped-NECK.png
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