Implement human pockets and ID card slot correctly.

Pockets & ID need uniform equipped. Pockets accept any sufficiently small item.
This commit is contained in:
Pieter-Jan Briers
2020-01-20 00:26:11 +01:00
parent 959bf7c477
commit 05ff4e0956
5 changed files with 135 additions and 16 deletions

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@@ -0,0 +1,87 @@
using Robust.Server.GameObjects.Components.Container;
using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Network;
using Robust.Shared.Timers;
using static Content.Shared.GameObjects.Components.Inventory.EquipmentSlotDefines;
namespace Content.Server.GameObjects
{
// Handles the special behavior of pockets/ID card slot and their relation to uniforms.
[RegisterComponent]
[ComponentReference(typeof(IInventoryController))]
public class HumanInventoryControllerComponent : Component, IInventoryController
{
public override string Name => "HumanInventoryController";
private InventoryComponent _inventory;
public override void Initialize()
{
base.Initialize();
_inventory = Owner.GetComponent<InventoryComponent>();
}
bool IInventoryController.CanEquip(Slots slot, IEntity entity, bool flagsCheck)
{
var slotMask = SlotMasks[slot];
if ((slotMask & (SlotFlags.POCKET | SlotFlags.IDCARD)) != SlotFlags.NONE)
{
// Can't wear stuff in ID card or pockets unless you have a uniform.
if (_inventory.GetSlotItem(Slots.INNERCLOTHING) == null)
{
return false;
}
if (slotMask == SlotFlags.POCKET)
{
var itemComponent = entity.GetComponent<ItemComponent>();
// If this item is small enough then it always fits in pockets.
if (itemComponent.ObjectSize <= (int) ReferenceSizes.Pocket)
{
return true;
}
}
}
// Standard flag check.
return flagsCheck;
}
public override void HandleMessage(ComponentMessage message, INetChannel netChannel = null, IComponent component = null)
{
base.HandleMessage(message, netChannel, component);
switch (message)
{
case ContainerContentsModifiedMessage contentsModified:
Timer.Spawn(0, DropIdAndPocketsIfWeNoLongerHaveAUniform);
break;
}
}
// Hey, it's descriptive.
private void DropIdAndPocketsIfWeNoLongerHaveAUniform()
{
if (_inventory.GetSlotItem(Slots.INNERCLOTHING) != null)
{
return;
}
void DropMaybe(Slots slot)
{
if (_inventory.GetSlotItem(slot) != null)
{
_inventory.Unequip(slot);
}
}
DropMaybe(Slots.POCKET1);
DropMaybe(Slots.POCKET2);
DropMaybe(Slots.IDCARD);
}
}
}

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@@ -0,0 +1,20 @@
using Robust.Shared.Interfaces.GameObjects;
using static Content.Shared.GameObjects.Components.Inventory.EquipmentSlotDefines;
namespace Content.Server.GameObjects
{
/// <summary>
/// Allows for overriding inventory-related behavior on an entity.
/// </summary>
public interface IInventoryController
{
/// <summary>
/// Can be implemented to override "can this item be equipped" behavior.
/// </summary>
/// <param name="slot">The slot to be equipped into.</param>
/// <param name="entity">The entity to equip.</param>
/// <param name="flagsCheck">Whether the entity passes default slot masks & flags checks.</param>
/// <returns>True if the entity can be equipped, false otherwise</returns>
bool CanEquip(Slots slot, IEntity entity, bool flagsCheck) => flagsCheck;
}
}

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@@ -1,13 +1,9 @@
// Only unused on .NET Core due to KeyValuePair.Deconstruct using System;
// ReSharper disable once RedundantUsingDirective
using Robust.Shared.Utility;
using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using Content.Server.GameObjects.EntitySystems; using Content.Server.GameObjects.EntitySystems;
using Content.Shared.GameObjects; using Content.Shared.GameObjects;
using Robust.Server.GameObjects.Components.Container; using Robust.Server.GameObjects.Components.Container;
using Robust.Server.Interfaces.GameObjects;
using Robust.Server.Interfaces.Player; using Robust.Server.Interfaces.Player;
using Robust.Shared.GameObjects; using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.GameObjects; using Robust.Shared.Interfaces.GameObjects;
@@ -92,30 +88,43 @@ namespace Content.Server.GameObjects
/// This will fail if there is already an item in the specified slot. /// This will fail if there is already an item in the specified slot.
/// </remarks> /// </remarks>
/// <param name="slot">The slot to put the item in.</param> /// <param name="slot">The slot to put the item in.</param>
/// <param name="clothing">The item to insert into the slot.</param> /// <param name="item">The item to insert into the slot.</param>
/// <returns>True if the item was successfully inserted, false otherwise.</returns> /// <returns>True if the item was successfully inserted, false otherwise.</returns>
public bool Equip(Slots slot, ClothingComponent clothing) public bool Equip(Slots slot, ItemComponent item)
{ {
if (clothing == null) if (item == null)
{ {
throw new ArgumentNullException(nameof(clothing), throw new ArgumentNullException(nameof(item),
"Clothing must be passed here. To remove some clothing from a slot, use Unequip()"); "Clothing must be passed here. To remove some clothing from a slot, use Unequip()");
} }
if (clothing.SlotFlags == SlotFlags.PREVENTEQUIP //Flag to prevent equipping at all var pass = false;
|| (clothing.SlotFlags & SlotMasks[slot]) == 0
) //Does the clothing flag have any of our requested slot flags if (item is ClothingComponent clothing)
{
if (clothing.SlotFlags != SlotFlags.PREVENTEQUIP && (clothing.SlotFlags & SlotMasks[slot]) != 0)
{
pass = true;
}
}
if (Owner.TryGetComponent(out IInventoryController controller))
{
pass = controller.CanEquip(slot, item.Owner, pass);
}
if (!pass)
{ {
return false; return false;
} }
var inventorySlot = SlotContainers[slot]; var inventorySlot = SlotContainers[slot];
if (!inventorySlot.Insert(clothing.Owner)) if (!inventorySlot.Insert(item.Owner))
{ {
return false; return false;
} }
clothing.EquippedToSlot(); item.EquippedToSlot();
Dirty(); Dirty();
return true; return true;
@@ -256,7 +265,7 @@ namespace Content.Server.GameObjects
{ {
var hands = Owner.GetComponent<HandsComponent>(); var hands = Owner.GetComponent<HandsComponent>();
var activeHand = hands.GetActiveHand; var activeHand = hands.GetActiveHand;
if (activeHand != null && activeHand.Owner.TryGetComponent(out ClothingComponent clothing)) if (activeHand != null && activeHand.Owner.TryGetComponent(out ItemComponent clothing))
{ {
hands.Drop(hands.ActiveIndex); hands.Drop(hands.ActiveIndex);
if (!Equip(msg.Inventoryslot, clothing)) if (!Equip(msg.Inventoryslot, clothing))

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@@ -28,6 +28,8 @@ namespace Content.Shared.GameObjects
private static readonly Dictionary<Slots, int> _slotDrawingOrder = new Dictionary<Slots, int> private static readonly Dictionary<Slots, int> _slotDrawingOrder = new Dictionary<Slots, int>
{ {
{Slots.POCKET1, 12},
{Slots.POCKET2, 11},
{Slots.HEAD, 10}, {Slots.HEAD, 10},
{Slots.MASK, 9}, {Slots.MASK, 9},
{Slots.EARS, 8}, {Slots.EARS, 8},
@@ -46,7 +48,7 @@ namespace Content.Shared.GameObjects
Slots.EYES, Slots.HEAD, Slots.EARS, Slots.EYES, Slots.HEAD, Slots.EARS,
Slots.OUTERCLOTHING, Slots.MASK, Slots.INNERCLOTHING, Slots.OUTERCLOTHING, Slots.MASK, Slots.INNERCLOTHING,
Slots.BACKPACK, Slots.BELT, Slots.GLOVES, Slots.BACKPACK, Slots.BELT, Slots.GLOVES,
Slots.NONE, Slots.SHOES, Slots.IDCARD Slots.NONE, Slots.SHOES, Slots.IDCARD, Slots.POCKET1, Slots.POCKET2
}; };
public override int SlotDrawingOrder(Slots slot) public override int SlotDrawingOrder(Slots slot)

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@@ -84,6 +84,7 @@
- type: CharacterInfo - type: CharacterInfo
- type: FootstepSound - type: FootstepSound
- type: HumanoidAppearance - type: HumanoidAppearance
- type: HumanInventoryController
- type: entity - type: entity
save: false save: false