More inventory work. APIs implemented.
Still need to do prototype loading and test cases.
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@@ -1,11 +1,131 @@
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using Content.Server.Interfaces.GameObjects;
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using SS14.Shared.GameObjects;
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using SS14.Shared.Interfaces.GameObjects;
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using System.Collections.Generic;
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using System;
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using System.Linq;
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namespace Content.Server.Interfaces.GameObjects
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namespace Content.Server.GameObjects
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{
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public class HandsComponent : Component, IHandsComponent
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{
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public override string Name => "Hands";
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private string activeIndex;
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public string ActiveIndex
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{
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get => activeIndex;
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set
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{
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if (!hands.ContainsKey(value))
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{
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throw new ArgumentException($"No hand '{value}'");
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}
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activeIndex = value;
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}
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}
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private Dictionary<string, IInventorySlot> hands = new Dictionary<string, IInventorySlot>();
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private IInventoryComponent inventory;
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public override void Initialize()
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{
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inventory = Owner.GetComponent<IInventoryComponent>();
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}
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public IEnumerable<IItemComponent> GetAllHands()
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{
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foreach (var slot in hands.Values)
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{
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if (slot.Item != null)
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{
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yield return slot.Item;
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}
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}
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}
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public IItemComponent GetHand(string index)
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{
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var slot = hands[index];
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return slot.Item;
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}
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/// <summary>
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/// Enumerates over the hand keys, returning the active hand first.
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/// </summary>
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private IEnumerable<string> ActivePriorityEnumerable()
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{
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yield return ActiveIndex;
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foreach (var hand in hands.Keys)
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{
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if (hand == ActiveIndex)
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{
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continue;
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}
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yield return hand;
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}
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}
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public bool PutInHand(IItemComponent item)
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{
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foreach (var hand in ActivePriorityEnumerable())
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{
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if (PutInHand(item, hand, fallback: false))
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{
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return true;
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}
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}
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return false;
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}
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public bool PutInHand(IItemComponent item, string index, bool fallback = true)
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{
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if (!CanPutInHand(item, index))
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{
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return fallback && PutInHand(item);
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}
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var slot = hands[index];
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return slot.Owner.Insert(slot.Name, item);
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}
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public bool CanPutInHand(IItemComponent item)
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{
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foreach (var hand in ActivePriorityEnumerable())
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{
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if (CanPutInHand(item, hand))
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{
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return true;
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}
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}
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return false;
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}
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public bool CanPutInHand(IItemComponent item, string index)
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{
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var slot = hands[index];
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return slot.Owner.CanInsert(slot.Name, item);
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}
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public bool Drop(string index)
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{
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if (!CanDrop(index))
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{
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return false;
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}
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var slot = hands[index];
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return slot.Owner.Drop(slot.Name);
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}
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public bool CanDrop(string index)
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{
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var slot = hands[index];
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return slot.Item != null && slot.Owner.CanDrop(slot.Name);
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}
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}
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}
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