Add error popup message on equip failure (#955)

This commit is contained in:
Hugal31
2020-05-23 17:27:57 +02:00
committed by GitHub
parent 1ad9a10050
commit 6c2ad53b68
4 changed files with 69 additions and 9 deletions

View File

@@ -3,6 +3,7 @@ using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks.Dataflow;
using Content.Server.GameObjects.EntitySystems;
using Content.Server.Interfaces;
using Content.Shared.GameObjects;
using Robust.Server.GameObjects.Components.Container;
using Robust.Server.Interfaces.Player;
@@ -11,6 +12,7 @@ using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.GameObjects.Components;
using Robust.Shared.Interfaces.Network;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Map;
using Robust.Shared.Players;
using Robust.Shared.ViewVariables;
@@ -24,6 +26,7 @@ namespace Content.Server.GameObjects
{
#pragma warning disable 649
[Dependency] private readonly IEntitySystemManager _entitySystemManager;
[Dependency] private readonly IServerNotifyManager _serverNotifyManager;
#pragma warning restore 649
[ViewVariables]
@@ -91,8 +94,9 @@ namespace Content.Server.GameObjects
/// </remarks>
/// <param name="slot">The slot to put the item in.</param>
/// <param name="item">The item to insert into the slot.</param>
/// <param name="reason">The translated reason why the item cannot be equiped, if this function returns false. Can be null.</param>
/// <returns>True if the item was successfully inserted, false otherwise.</returns>
public bool Equip(Slots slot, ItemComponent item)
public bool Equip(Slots slot, ItemComponent item, out string reason)
{
if (item == null)
{
@@ -100,7 +104,7 @@ namespace Content.Server.GameObjects
"Clothing must be passed here. To remove some clothing from a slot, use Unequip()");
}
if (!CanEquip(slot, item))
if (!CanEquip(slot, item, out reason))
{
return false;
}
@@ -117,18 +121,21 @@ namespace Content.Server.GameObjects
return true;
}
public bool Equip(Slots slot, IEntity entity) => Equip(slot, entity.GetComponent<ItemComponent>());
public bool Equip(Slots slot, ItemComponent item) => Equip(slot, item, out var _);
public bool Equip(Slots slot, IEntity entity) => Equip(slot, entity.GetComponent<ItemComponent>());
/// <summary>
/// Checks whether an item can be put in the specified slot.
/// </summary>
/// <param name="slot">The slot to check for.</param>
/// <param name="item">The item to check for.</param>
/// <param name="reason">The translated reason why the item cannot be equiped, if this function returns false. Can be null.</param>
/// <returns>True if the item can be inserted into the specified slot.</returns>
public bool CanEquip(Slots slot, ItemComponent item)
public bool CanEquip(Slots slot, ItemComponent item, out string reason)
{
var pass = false;
reason = null;
if (!ActionBlockerSystem.CanEquip(Owner))
return false;
@@ -139,16 +146,23 @@ namespace Content.Server.GameObjects
{
pass = true;
}
else
{
reason = Loc.GetString("This doesn't fit.");
}
}
if (Owner.TryGetComponent(out IInventoryController controller))
{
pass = controller.CanEquip(slot, item.Owner, pass);
pass = controller.CanEquip(slot, item.Owner, pass, out var controllerReason);
reason = controllerReason ?? reason;
}
return pass && SlotContainers[slot].CanInsert(item.Owner);
}
public bool CanEquip(Slots slot, ItemComponent item) => CanEquip(slot, item, out var _);
public bool CanEquip(Slots slot, IEntity entity) => CanEquip(slot, entity.GetComponent<ItemComponent>());
/// <summary>
@@ -282,9 +296,12 @@ namespace Content.Server.GameObjects
if (activeHand != null && activeHand.Owner.TryGetComponent(out ItemComponent clothing))
{
hands.Drop(hands.ActiveIndex);
if (!Equip(msg.Inventoryslot, clothing))
if (!Equip(msg.Inventoryslot, clothing, out var reason))
{
hands.PutInHand(clothing);
if (reason != null)
_serverNotifyManager.PopupMessage(Owner, Owner, reason);
}
}
break;