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Fix Set Outfit command/verb (#29672)
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* Filter Set Outfit menu to exclude loadout sets

* Apply loadouts to job outfits

* Use appropriate species for Urists

* squishy

---------

Co-authored-by: metalgearsloth <[email protected]>
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Tayrtahn and metalgearsloth committed Sep 19, 2024
1 parent 3acf6b9 commit 94ad76f
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Showing 2 changed files with 49 additions and 5 deletions.
18 changes: 13 additions & 5 deletions Content.Client/Administration/UI/SetOutfit/SetOutfitMenu.xaml.cs
Original file line number Diff line number Diff line change
@@ -1,14 +1,13 @@
using System.Linq;
using System.Numerics;
using Content.Client.UserInterface.Controls;
using Content.Shared.Preferences.Loadouts;
using Content.Shared.Roles;
using Robust.Client.AutoGenerated;
using Robust.Client.Console;
using Robust.Client.UserInterface.Controls;
using Robust.Client.UserInterface.CustomControls;
using Robust.Client.UserInterface.XAML;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Prototypes;

namespace Content.Client.Administration.UI.SetOutfit
Expand Down Expand Up @@ -65,9 +64,18 @@ private void SearchBarOnOnTextChanged(LineEdit.LineEditEventArgs obj)
PopulateByFilter(SearchBar.Text);
}

private IEnumerable<StartingGearPrototype> GetPrototypes()
{
// Filter out any StartingGearPrototypes that belong to loadouts
var loadouts = _prototypeManager.EnumeratePrototypes<LoadoutPrototype>();
var loadoutGears = loadouts.Select(l => l.StartingGear);
return _prototypeManager.EnumeratePrototypes<StartingGearPrototype>()
.Where(p => !loadoutGears.Contains(p.ID));
}

private void PopulateList()
{
foreach (var gear in _prototypeManager.EnumeratePrototypes<StartingGearPrototype>())
foreach (var gear in GetPrototypes())
{
OutfitList.Add(GetItem(gear, OutfitList));
}
Expand All @@ -76,7 +84,7 @@ private void PopulateList()
private void PopulateByFilter(string filter)
{
OutfitList.Clear();
foreach (var gear in _prototypeManager.EnumeratePrototypes<StartingGearPrototype>())
foreach (var gear in GetPrototypes())
{
if (!string.IsNullOrEmpty(filter) &&
gear.ID.ToLowerInvariant().Contains(filter.Trim().ToLowerInvariant()))
Expand Down
36 changes: 36 additions & 0 deletions Content.Server/Administration/Commands/SetOutfitCommand.cs
Original file line number Diff line number Diff line change
Expand Up @@ -4,11 +4,15 @@
using Content.Server.Preferences.Managers;
using Content.Shared.Access.Components;
using Content.Shared.Administration;
using Content.Shared.Clothing;
using Content.Shared.Hands.Components;
using Content.Shared.Humanoid;
using Content.Shared.Inventory;
using Content.Shared.PDA;
using Content.Shared.Preferences;
using Content.Shared.Preferences.Loadouts;
using Content.Shared.Roles;
using Content.Shared.Station;
using Robust.Shared.Console;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
Expand Down Expand Up @@ -82,9 +86,11 @@ public static bool SetOutfit(EntityUid target, string gear, IEntityManager entit
return false;

HumanoidCharacterProfile? profile = null;
ICommonSession? session = null;
// Check if we are setting the outfit of a player to respect the preferences
if (entityManager.TryGetComponent(target, out ActorComponent? actorComponent))
{
session = actorComponent.PlayerSession;
var userId = actorComponent.PlayerSession.UserId;
var preferencesManager = IoCManager.Resolve<IServerPreferencesManager>();
var prefs = preferencesManager.GetPreferences(userId);
Expand Down Expand Up @@ -128,6 +134,36 @@ public static bool SetOutfit(EntityUid target, string gear, IEntityManager entit
}
}

// See if this starting gear is associated with a job
var jobs = prototypeManager.EnumeratePrototypes<JobPrototype>();
foreach (var job in jobs)
{
if (job.StartingGear != gear)
continue;

var jobProtoId = LoadoutSystem.GetJobPrototype(job.ID);
if (!prototypeManager.TryIndex<RoleLoadoutPrototype>(jobProtoId, out var jobProto))
break;

// Don't require a player, so this works on Urists
profile ??= entityManager.TryGetComponent<HumanoidAppearanceComponent>(target, out var comp)
? HumanoidCharacterProfile.DefaultWithSpecies(comp.Species)
: new HumanoidCharacterProfile();
// Try to get the user's existing loadout for the role
profile.Loadouts.TryGetValue(jobProtoId, out var roleLoadout);

if (roleLoadout == null)
{
// If they don't have a loadout for the role, make a default one
roleLoadout = new RoleLoadout(jobProtoId);
roleLoadout.SetDefault(profile, session, prototypeManager);
}

// Equip the target with the job loadout
var stationSpawning = entityManager.System<SharedStationSpawningSystem>();
stationSpawning.EquipRoleLoadout(target, roleLoadout, jobProto);
}

return true;
}
}
Expand Down

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