mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-09-29 23:57:29 +00:00
* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146) * Optimize sensor monitoring window graph drawing * Add shared static Vector2 pool for all GraphView instances * Address requested changes * remove lock * Update submodule to 264.0.0 (#38629) * Toy/Plushie Inhands and Wearables (#38514) * Fixed dependency injection and some other issues in a few places. * More issue fixes * patchfor broken NetworkConfiguratorLinkMenu (#38632) fix * Fix solutions flickering when transferring contents (#34838) * Use Solution clones when applying SolutionComponent states * Revert "Use Solution clones when applying SolutionComponent states" This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62. * Make Solution implement ICloneable and rename Clone method. * Copy CanReact value when cloning a Solution * Convert to IRobustCloneable * Fix typos in guidebook: Buisness → Business (#38636) * Fix typo in `MinorAntagonists.xml` Buisness → Business * Fix typo in `YourFirstCharacter.xml` Buisness → Business * Various Headphones Fixes and Tweaks (#38479) * sprites, wearables * neck * icon-on sprite * Cleanup prototype instantiation in `DamageTest` (#38639) Cleanup prototype instantiation in DamageTest * Cleanup prototype instantiation in `ExplosionSystem` (#38642) Cleanup prototype instantiation in ExplosionSystem * AddBodyPartCommand localization. (#38612) commit * fix ItemSlotsSystem debug assert (#38655) * Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536) * Added directional beacons (#38284) * Added directional beacons Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Fixed names Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Power stat and nuke codes commands get some LEC love. (#38585) * commit * requested changes. * Dsay Dirty and Follow commands converted to LEC and localized. (#38666) * commit * whoopwhoopwhoop * Retro laser sprite fix (#38676) * Fixed everything except the icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fixed icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fix water coolers (#38681) * Monochromacy typo fix (#38686) * fixes the typo * Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504 * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Validate `CloningSettingsPrototype`s (#38688) * Validate CloningSettingsPrototypes * Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Check EventComponents too --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Add test of objective-related console commands (#36400) * Add test of objective add/list/remove commands * Not sure why we're validating test prototypes, but sure * We don't need a map * Improvements and fixups for New Status Effect API (#38660) * Predict healing and bloodstream (#38690) * initial commit * reapply 38126 * fix rootable * someone missed an important minus sign here * try this * fix * fix * reenable crit hits * cleanup * fix status time dirtying * fix * camelCase * Healing and bloodstream prediction fixes. * Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661) * Resolving Wizard Recall on Nuke disk making it impossible to disarm - Adding a DisarmBomb case to nuke status update loop - Changing a few methods and parameters to properly follow formatting standards - Updating some names to follow camelCase * Updating missed tag * Reverting DataField change Should prevent this preventative bugfix being a breaking change. * Switch HSV to the default colorspace for character customization (#38434) * Made HSV default for character editor * Adds/fixes comments to HSV defaulting * Added dropbox fix, potentially cursed * Revert "Added dropbox fix, potentially cursed" This reverts commit a709883366fbee813e839742125e70844672af29. --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Fix: Don't deploy foldables when clicking on items inside containers (#38709) * Fix * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Pressure Relief Valve (#36708) * initial system (this math is probably WRONG) * General code cleanup and OnExamined support (holy moly this code sucks) * UICode and related events foundation TODO: - Actually write the XAML UI and the underlying system - Un-shitcode the entire thing - Actually test everything... * Working UI code TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't. * Remove one TODO for unshitcoding the examine code * Add reminder yea * Make predicted (defenitely isn't) (also defenitely isn't a copypaste from pressure pump code) * It's predicted! TODO: - Give it snazzy predicted visuals! - Have a different field for pressure entry, lest it gets bulldozed every UI update. * Improve gas pressure relief valve UI TODO: Reminder to reduce amount of dirties using deltafields * Implement DirtyField prediction * Entity<T> cleanup A lot of Entity<T> conversions and lukewarm cleanup. Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell. * More cleanup and comments * Remove TODO comment on bulldozing window title * """refactoring""" - Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance. - More Entity<T> conversions because I like them. - Move UI creation handling over entirely to the ActivatableUI system. - Fix a hardcoded locale string (why????). * Add visuals * Revert debugging variable replacememt yea * Revert skissue * Remove unused using directives and remove TODO * Localize, cleanup, document * Fix adminlogging discrepancy * Add ability to construct, add guidebook entry * Clear up comment * Add guidebook tooltip to valve * Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor * Adds more input handling and adds autofill on open * Un-deepfry input validator shitcode Genuinely what was I smoking * improve visuals logic * Refactor again - Update math to the correct implementation - Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs * I'm sorry but I hate warnings * Remove unused using directive in AtmosphereSystem.Gases.cs * Review and cleanup * Lukewarm UI glossup * Maintainer for the upstream project btw * Remove redundant state sets and messy logic * Unduplicate valve updater code * Redo UI (im sorry Slarti) * run tests * Test refactored UI messaging * Second round of UI improvements - God please find a way to improve this system. Feels bad. * Update loop implementation * Further predict UI * Clear up SetToCurrentThreshold * cleanup * Update to master + pipe layers and bug fixes want to run tests * fixes * Deploy rename pipebomb * Documentation and requested changes * Rename the method that wiggled away * Undo rounding changes * Fix comment * Rename and cleanup * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Fix TextLinkTag (#32203) * Adjust uplink buy button to be under item icon (#38596) * Adjusted uplink buy button to be under item icon * Put the discount subtext under the icon * Indent fixes, added margin --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Scurrets - Audio Improvements (#38482) * Scurret audio tuning * Add new sfx * Update sneezing sfx * YAML support * Rename a folder * make telesci wreck easier (#37569) rel * Validate `ShaderPrototype` IDs (#38728) * Convert all shader prototype string literals to protoids in overlays * Convert more shader prototype literal strings to protoids * Convert ValidatePrototypeId to ProtoId * Later * [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664) * fixed * clean up * orks fix smart * review fix 1 * more requested changes * less cursed * more descriptive description * better wording * Tiny Tiny Cleanup of the EyeClosingSystem. (#38734) Update EyeClosingSystem.cs * Fix human skin tone distribution (#38701) * fix: Use PredictedQueueDel for gib spell (#38729) * fix: don't default to uncharged sprite state for cells (#38730) * Fix Hristov description - remove inaccurate technical specs (#38746) - Removes inaccurate 'armor piercing 14.5mm shells' reference - Replaces it with a more funny description, matching the style of the other snipers and guns - Keeps ammunition type '.60 anti-materiel ammo' specification - Fixes issue #38590 Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br> * feat: allow mopping evaporating puddles (#38743) * Validate remaining `ProtoId` strings (#38747) Validate remaining ProtoId strings * Validate `ProtoId`s in tests (#38745) * Convert string literals to protoids in Content.Tests * Convert string literals to protoids or consts in Content.IntegrationTests * Fix linter failures Tricksy static using misled me * Cleanup warning in StomachSystem (#38748) you did not see this * Vox scars (#38592) * Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl * Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl" This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15. * locale key fix * Changed top surgery scar names to be more generalized * Adjusted face scars * Formatting fixes --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * UnlockNode command to LEC. (#38751) * commit * Update UnlockNodeCommand.cs * commit * move command locale to its own file. * Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Typofixes for figurine dialogue (#38737) * Typofixes for figurine dialogue * Forgot two * Janitor Tool: Wire Brush (#38667) * Wow! It's -brush- * spacing. * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * fixed changes --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Minor escape menu UX improvements (#38650) * fix: spellbooks can have infinite charges (#38376) * fix: spellbooks can have infinite charges * refactor: indicate infinite spellbook charges with null Not sure if I like this much better...
407 lines
15 KiB
C#
407 lines
15 KiB
C#
using System.Linq;
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using Content.Server.DoAfter;
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using Content.Server.Humanoid;
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using Content.Shared.DoAfter;
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using Content.Shared.Humanoid;
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using Content.Shared.Humanoid.Markings;
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using Content.Shared.IdentityManagement;
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using Content.Shared.Interaction;
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using Content.Shared.Inventory;
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using Content.Shared.MagicMirror;
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using Content.Shared.Popups;
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using Content.Shared.Tag;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Prototypes;
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namespace Content.Server.MagicMirror;
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/// <summary>
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/// Allows humanoids to change their appearance mid-round.
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/// </summary>
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public sealed class MagicMirrorSystem : SharedMagicMirrorSystem
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{
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly DoAfterSystem _doAfterSystem = default!;
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[Dependency] private readonly MarkingManager _markings = default!;
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[Dependency] private readonly HumanoidAppearanceSystem _humanoid = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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[Dependency] private readonly InventorySystem _inventory = default!;
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[Dependency] private readonly TagSystem _tagSystem = default!;
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private static readonly ProtoId<TagPrototype> HidesHairTag = "HidesHair";
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public override void Initialize()
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{
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base.Initialize();
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Subs.BuiEvents<MagicMirrorComponent>(MagicMirrorUiKey.Key,
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subs =>
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{
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subs.Event<BoundUIClosedEvent>(OnUiClosed);
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subs.Event<MagicMirrorSelectMessage>(OnMagicMirrorSelect);
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subs.Event<MagicMirrorChangeColorMessage>(OnTryMagicMirrorChangeColor);
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subs.Event<MagicMirrorAddSlotMessage>(OnTryMagicMirrorAddSlot);
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subs.Event<MagicMirrorRemoveSlotMessage>(OnTryMagicMirrorRemoveSlot);
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});
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SubscribeLocalEvent<MagicMirrorComponent, MagicMirrorSelectDoAfterEvent>(OnSelectSlotDoAfter);
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SubscribeLocalEvent<MagicMirrorComponent, MagicMirrorChangeColorDoAfterEvent>(OnChangeColorDoAfter);
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SubscribeLocalEvent<MagicMirrorComponent, MagicMirrorRemoveSlotDoAfterEvent>(OnRemoveSlotDoAfter);
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SubscribeLocalEvent<MagicMirrorComponent, MagicMirrorAddSlotDoAfterEvent>(OnAddSlotDoAfter);
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}
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private void OnMagicMirrorSelect(EntityUid uid, MagicMirrorComponent component, MagicMirrorSelectMessage message)
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{
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if (component.Target is not { } target)
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return;
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// Check if the target getting their hair altered has any clothes that hides their hair
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if (CheckHeadSlotOrClothes(message.Actor, component.Target.Value))
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{
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_popup.PopupEntity(
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component.Target == message.Actor
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? Loc.GetString("magic-mirror-blocked-by-hat-self")
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: Loc.GetString("magic-mirror-blocked-by-hat-self-target", ("target", Identity.Entity(message.Actor, EntityManager))),
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message.Actor,
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message.Actor,
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PopupType.Medium);
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return;
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}
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_doAfterSystem.Cancel(component.DoAfter);
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component.DoAfter = null;
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var doafterTime = component.SelectSlotTime;
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if (component.Target == message.Actor)
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doafterTime /= 3;
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var doAfter = new MagicMirrorSelectDoAfterEvent()
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{
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Category = message.Category,
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Slot = message.Slot,
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Marking = message.Marking,
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};
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_doAfterSystem.TryStartDoAfter(new DoAfterArgs(EntityManager, message.Actor, doafterTime, doAfter, uid, target: target, used: uid)
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{
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DistanceThreshold = SharedInteractionSystem.InteractionRange,
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BreakOnDamage = true,
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BreakOnMove = true,
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NeedHand = true,
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},
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out var doAfterId);
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if (component.Target == message.Actor)
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{
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_popup.PopupEntity(Loc.GetString("magic-mirror-change-slot-self"), component.Target.Value, component.Target.Value, PopupType.Medium);
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}
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else
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{
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_popup.PopupEntity(Loc.GetString("magic-mirror-change-slot-target", ("user", Identity.Entity(message.Actor, EntityManager))), component.Target.Value, component.Target.Value, PopupType.Medium);
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}
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component.DoAfter = doAfterId;
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_audio.PlayPvs(component.ChangeHairSound, uid);
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}
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private void OnSelectSlotDoAfter(EntityUid uid, MagicMirrorComponent component, MagicMirrorSelectDoAfterEvent args)
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{
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if (args.Handled || args.Target == null || args.Cancelled)
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return;
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if (component.Target != args.Target)
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return;
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MarkingCategories category;
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switch (args.Category)
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{
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case MagicMirrorCategory.Hair:
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category = MarkingCategories.Hair;
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break;
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case MagicMirrorCategory.FacialHair:
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category = MarkingCategories.FacialHair;
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break;
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default:
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return;
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}
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_humanoid.SetMarkingId(component.Target.Value, category, args.Slot, args.Marking);
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UpdateInterface(uid, component.Target.Value, component);
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}
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private void OnTryMagicMirrorChangeColor(EntityUid uid, MagicMirrorComponent component, MagicMirrorChangeColorMessage message)
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{
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if (component.Target is not { } target)
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return;
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// Check if the target getting their hair altered has any clothes that hides their hair
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if (CheckHeadSlotOrClothes(message.Actor, component.Target.Value))
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{
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_popup.PopupEntity(
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component.Target == message.Actor
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? Loc.GetString("magic-mirror-blocked-by-hat-self")
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: Loc.GetString("magic-mirror-blocked-by-hat-self-target", ("target", Identity.Entity(message.Actor, EntityManager))),
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message.Actor,
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message.Actor,
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PopupType.Medium);
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return;
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}
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_doAfterSystem.Cancel(component.DoAfter);
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component.DoAfter = null;
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var doafterTime = component.ChangeSlotTime;
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if (component.Target == message.Actor)
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doafterTime /= 3;
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var doAfter = new MagicMirrorChangeColorDoAfterEvent()
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{
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Category = message.Category,
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Slot = message.Slot,
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Colors = message.Colors,
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};
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_doAfterSystem.TryStartDoAfter(new DoAfterArgs(EntityManager, message.Actor, doafterTime, doAfter, uid, target: target, used: uid)
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{
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BreakOnDamage = true,
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BreakOnMove = true,
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NeedHand = true
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},
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out var doAfterId);
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if (component.Target == message.Actor)
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{
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_popup.PopupEntity(Loc.GetString("magic-mirror-change-color-self"), component.Target.Value, component.Target.Value, PopupType.Medium);
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}
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else
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{
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_popup.PopupEntity(Loc.GetString("magic-mirror-change-color-target", ("user", Identity.Entity(message.Actor, EntityManager))), component.Target.Value, component.Target.Value, PopupType.Medium);
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}
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component.DoAfter = doAfterId;
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}
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private void OnChangeColorDoAfter(EntityUid uid, MagicMirrorComponent component, MagicMirrorChangeColorDoAfterEvent args)
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{
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if (args.Handled || args.Target == null || args.Cancelled)
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return;
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if (component.Target != args.Target)
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return;
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MarkingCategories category;
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switch (args.Category)
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{
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case MagicMirrorCategory.Hair:
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category = MarkingCategories.Hair;
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break;
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case MagicMirrorCategory.FacialHair:
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category = MarkingCategories.FacialHair;
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break;
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default:
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return;
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}
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_humanoid.SetMarkingColor(component.Target.Value, category, args.Slot, args.Colors);
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// using this makes the UI feel like total ass
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// que
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// UpdateInterface(uid, component.Target, message.Session);
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}
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private void OnTryMagicMirrorRemoveSlot(EntityUid uid, MagicMirrorComponent component, MagicMirrorRemoveSlotMessage message)
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{
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if (component.Target is not { } target)
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return;
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// Check if the target getting their hair altered has any clothes that hides their hair
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if (CheckHeadSlotOrClothes(message.Actor, component.Target.Value))
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{
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_popup.PopupEntity(
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component.Target == message.Actor
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? Loc.GetString("magic-mirror-blocked-by-hat-self")
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: Loc.GetString("magic-mirror-blocked-by-hat-self-target", ("target", Identity.Entity(message.Actor, EntityManager))),
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message.Actor,
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message.Actor,
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PopupType.Medium);
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return;
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}
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_doAfterSystem.Cancel(component.DoAfter);
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component.DoAfter = null;
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var doafterTime = component.RemoveSlotTime;
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if (component.Target == message.Actor)
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doafterTime /= 3;
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var doAfter = new MagicMirrorRemoveSlotDoAfterEvent()
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{
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Category = message.Category,
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Slot = message.Slot,
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};
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_doAfterSystem.TryStartDoAfter(new DoAfterArgs(EntityManager, message.Actor, doafterTime, doAfter, uid, target: target, used: uid)
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{
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DistanceThreshold = SharedInteractionSystem.InteractionRange,
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BreakOnDamage = true,
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NeedHand = true
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},
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out var doAfterId);
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if (component.Target == message.Actor)
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{
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_popup.PopupEntity(Loc.GetString("magic-mirror-remove-slot-self"), component.Target.Value, component.Target.Value, PopupType.Medium);
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}
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else
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{
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_popup.PopupEntity(Loc.GetString("magic-mirror-remove-slot-target", ("user", Identity.Entity(message.Actor, EntityManager))), component.Target.Value, component.Target.Value, PopupType.Medium);
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}
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component.DoAfter = doAfterId;
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_audio.PlayPvs(component.ChangeHairSound, uid);
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}
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private void OnRemoveSlotDoAfter(EntityUid uid, MagicMirrorComponent component, MagicMirrorRemoveSlotDoAfterEvent args)
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{
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if (args.Handled || args.Target == null || args.Cancelled)
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return;
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if (component.Target != args.Target)
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return;
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MarkingCategories category;
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switch (args.Category)
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{
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case MagicMirrorCategory.Hair:
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category = MarkingCategories.Hair;
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break;
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case MagicMirrorCategory.FacialHair:
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category = MarkingCategories.FacialHair;
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break;
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default:
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return;
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}
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_humanoid.RemoveMarking(component.Target.Value, category, args.Slot);
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UpdateInterface(uid, component.Target.Value, component);
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}
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private void OnTryMagicMirrorAddSlot(EntityUid uid, MagicMirrorComponent component, MagicMirrorAddSlotMessage message)
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{
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if (component.Target == null)
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return;
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// Check if the target getting their hair altered has any clothes that hides their hair
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if (CheckHeadSlotOrClothes(message.Actor, component.Target.Value))
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{
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_popup.PopupEntity(
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component.Target == message.Actor
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? Loc.GetString("magic-mirror-blocked-by-hat-self")
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: Loc.GetString("magic-mirror-blocked-by-hat-self-target", ("target", Identity.Entity(message.Actor, EntityManager))),
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message.Actor,
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message.Actor,
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PopupType.Medium);
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return;
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}
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_doAfterSystem.Cancel(component.DoAfter);
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component.DoAfter = null;
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var doafterTime = component.AddSlotTime;
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if (component.Target == message.Actor)
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doafterTime /= 3;
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var doAfter = new MagicMirrorAddSlotDoAfterEvent()
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{
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Category = message.Category,
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};
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_doAfterSystem.TryStartDoAfter(new DoAfterArgs(EntityManager, message.Actor, doafterTime, doAfter, uid, target: component.Target.Value, used: uid)
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{
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BreakOnDamage = true,
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BreakOnMove = true,
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NeedHand = true,
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},
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out var doAfterId);
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if (component.Target == message.Actor)
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{
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_popup.PopupEntity(Loc.GetString("magic-mirror-add-slot-self"), component.Target.Value, component.Target.Value, PopupType.Medium);
|
|
}
|
|
else
|
|
{
|
|
_popup.PopupEntity(Loc.GetString("magic-mirror-add-slot-target", ("user", Identity.Entity(message.Actor, EntityManager))), component.Target.Value, component.Target.Value, PopupType.Medium);
|
|
}
|
|
|
|
component.DoAfter = doAfterId;
|
|
_audio.PlayPvs(component.ChangeHairSound, uid);
|
|
}
|
|
private void OnAddSlotDoAfter(EntityUid uid, MagicMirrorComponent component, MagicMirrorAddSlotDoAfterEvent args)
|
|
{
|
|
if (args.Handled || args.Target == null || args.Cancelled || !TryComp(component.Target, out HumanoidAppearanceComponent? humanoid))
|
|
return;
|
|
|
|
MarkingCategories category;
|
|
|
|
switch (args.Category)
|
|
{
|
|
case MagicMirrorCategory.Hair:
|
|
category = MarkingCategories.Hair;
|
|
break;
|
|
case MagicMirrorCategory.FacialHair:
|
|
category = MarkingCategories.FacialHair;
|
|
break;
|
|
default:
|
|
return;
|
|
}
|
|
|
|
var marking = _markings.MarkingsByCategoryAndSpecies(category, humanoid.Species).Keys.FirstOrDefault();
|
|
|
|
if (string.IsNullOrEmpty(marking))
|
|
return;
|
|
|
|
_humanoid.AddMarking(component.Target.Value, marking, Color.Black);
|
|
|
|
UpdateInterface(uid, component.Target.Value, component);
|
|
|
|
}
|
|
|
|
private void OnUiClosed(Entity<MagicMirrorComponent> ent, ref BoundUIClosedEvent args)
|
|
{
|
|
ent.Comp.Target = null;
|
|
Dirty(ent);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Helper function that checks if the wearer has anything on their head
|
|
/// Or if they have any clothes that hides their hair
|
|
/// </summary>
|
|
private bool CheckHeadSlotOrClothes(EntityUid user, EntityUid target)
|
|
{
|
|
if (TryComp<InventoryComponent>(target, out var inventoryComp))
|
|
{
|
|
// any hat whatsoever will block haircutting
|
|
if (_inventory.TryGetSlotEntity(target, "head", out var hat, inventoryComp))
|
|
{
|
|
return true;
|
|
}
|
|
|
|
// maybe there's some kind of armor that has the HidesHair tag as well, so check every slot for it
|
|
var slots = _inventory.GetSlotEnumerator((target, inventoryComp), SlotFlags.WITHOUT_POCKET);
|
|
while (slots.MoveNext(out var slot))
|
|
{
|
|
if (slot.ContainedEntity != null && _tagSystem.HasTag(slot.ContainedEntity.Value, HidesHairTag))
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
}
|