using Content.Shared.Administration;
using Linguini.Shared.Util;
using Robust.Shared.Console;
-using Robust.Shared.Prototypes;
namespace Content.Server.GameTicking.Commands
{
public sealed class SetGamePresetCommand : IConsoleCommand
{
[Dependency] private readonly IEntityManager _entity = default!;
- [Dependency] private readonly IPrototypeManager _prototype = default!;
public string Command => "setgamepreset";
public string Description => Loc.GetString("set-game-preset-command-description", ("command", Command));
using Content.Shared.IdentityManagement;
using Content.Shared.Labels.Components;
using Content.Shared.Mobs;
-using Content.Shared.Mobs.Systems;
using Content.Shared.Power;
using Content.Shared.Silicons.StationAi;
using Content.Shared.Speech;
[Dependency] private readonly PopupSystem _popupSystem = default!;
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly PvsOverrideSystem _pvs = default!;
- [Dependency] private readonly MobStateSystem _mobState = default!;
private float _updateTimer = 1.0f;
private const float UpdateTime = 1.0f;
using Content.Server.Administration.Logs;
using Content.Server.DeviceNetwork.Systems;
-using Content.Shared.ActionBlocker;
using Content.Shared.Database;
using Content.Shared.DeviceNetwork;
using Content.Shared.DeviceNetwork.Events;
public sealed class SurveillanceCameraSystem : SharedSurveillanceCameraSystem
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
- [Dependency] private readonly ActionBlockerSystem _actionBlocker = default!;
[Dependency] private readonly ViewSubscriberSystem _viewSubscriberSystem = default!;
[Dependency] private readonly DeviceNetworkSystem _deviceNetworkSystem = default!;
[Dependency] private readonly UserInterfaceSystem _userInterface = default!;
{
SkinColorationStrategyInput.Unary => skinColoration.FromUnary(speciesPrototype.DefaultHumanSkinTone),
SkinColorationStrategyInput.Color => skinColoration.ClosestSkinColor(speciesPrototype.DefaultSkinTone),
+ _ => skinColoration.ClosestSkinColor(speciesPrototype.DefaultSkinTone),
};
return new(
Color.Black,
Color.Black,
skinColor,
- new ()
+ new()
);
}
- private static IReadOnlyList<Color> RealisticEyeColors = new List<Color>
+ private static IReadOnlyList<Color> _realisticEyeColors = new List<Color>
{
Color.Brown,
Color.Gray,
// TODO: Add random markings
- var newEyeColor = random.Pick(RealisticEyeColors);
+ var newEyeColor = random.Pick(_realisticEyeColors);
var protoMan = IoCManager.Resolve<IPrototypeManager>();
var skinType = protoMan.Index<SpeciesPrototype>(species).SkinColoration;
{
SkinColorationStrategyInput.Unary => strategy.FromUnary(random.NextFloat(0f, 100f)),
SkinColorationStrategyInput.Color => strategy.ClosestSkinColor(new Color(random.NextFloat(1), random.NextFloat(1), random.NextFloat(1), 1)),
+ _ => strategy.ClosestSkinColor(new Color(random.NextFloat(1), random.NextFloat(1), random.NextFloat(1), 1)),
};
- return new HumanoidCharacterAppearance(newHairStyle, newHairColor, newFacialHairStyle, newHairColor, newEyeColor, newSkinColor, new ());
+ return new HumanoidCharacterAppearance(newHairStyle, newHairColor, newFacialHairStyle, newHairColor, newEyeColor, newSkinColor, new());
float RandomizeColor(float channel)
{