Merge pull request #8 from space-wizards/17_09_24-inventories

Inventories!
This commit is contained in:
Silver
2017-09-30 09:32:45 -06:00
committed by GitHub
18 changed files with 1092 additions and 7 deletions

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@@ -62,6 +62,9 @@
<Compile Include="EntryPoint.cs" />
<Compile Include="Prototypes\DiscoBall.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
<Compile Include="GameObjects\Components\Items\ClientHandsComponent.cs" />
<Compile Include="Interfaces\GameObjects\Components\Items\IHandsComponent.cs" />
<Compile Include="UserInterface\HandsGui.cs" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\Content.Shared\Content.Shared.csproj">
@@ -80,6 +83,10 @@
<Project>{31d24303-f6a9-4d53-bb03-a73edcb3186d}</Project>
<Name>sfml-system</Name>
</ProjectReference>
<ProjectReference Include="..\engine\SFML\src\Window\sfml-window.csproj">
<Project>{d17de83d-a592-461f-8af2-53f9e22e1d0f}</Project>
<Name>sfml-window</Name>
</ProjectReference>
<ProjectReference Include="..\engine\SS14.Client.Graphics\SS14.Client.Graphics.csproj">
<Project>{302b877e-0000-0000-0000-000000000000}</Project>
<Name>SS14.Client.Graphics</Name>
@@ -103,4 +110,4 @@
<ContentAssemblies Include="$(OutputPath)Content.Client.pdb" Condition="'$(Configuration)' == 'Debug'" />
<ContentAssemblies Include="$(OutputPath)Content.Shared.pdb" Condition="'$(Configuration)' == 'Debug'" />
</ItemGroup>
</Project>
</Project>

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@@ -1,4 +1,8 @@
using SS14.Shared.ContentPack;
using Content.Client.GameObjects;
using Content.Client.Interfaces.GameObjects;
using SS14.Shared.ContentPack;
using SS14.Shared.Interfaces.GameObjects;
using SS14.Shared.IoC;
namespace Content.Client
{
@@ -6,7 +10,13 @@ namespace Content.Client
{
public override void Init()
{
// TODO: Anything at all.
var factory = IoCManager.Resolve<IComponentFactory>();
factory.RegisterIgnore("Inventory");
factory.RegisterIgnore("Item");
factory.Register<HandsComponent>();
factory.RegisterReference<HandsComponent, IHandsComponent>();
}
}
}

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@@ -0,0 +1,55 @@
using Content.Client.Interfaces.GameObjects;
using Content.Client.UserInterface;
using Content.Shared.GameObjects;
using Lidgren.Network;
using SS14.Client.Interfaces.UserInterface;
using SS14.Client.UserInterface;
using SS14.Shared;
using SS14.Shared.GameObjects;
using SS14.Shared.Interfaces.GameObjects;
using SS14.Shared.IoC;
using System.Collections.Generic;
namespace Content.Client.GameObjects
{
public class HandsComponent : SharedHandsComponent, IHandsComponent
{
private readonly Dictionary<string, IEntity> hands = new Dictionary<string, IEntity>();
public string ActiveIndex { get; private set; }
public IEntity GetEntity(string index)
{
if (hands.TryGetValue(index, out var entity))
{
return entity;
}
return null;
}
public override void HandleComponentState(ComponentState state)
{
var cast = (HandsComponentState)state;
hands.Clear();
foreach (var hand in cast.Hands)
{
hands[hand.Key] = Owner.EntityManager.GetEntity(hand.Value);
}
ActiveIndex = cast.ActiveIndex;
var uiMgr = (UserInterfaceManager)IoCManager.Resolve<IUserInterfaceManager>();
if (uiMgr.GetSingleComponentByGuiComponentType(GuiComponentType.HandsUi) == null)
{
uiMgr.AddComponent(new HandsGui());
}
uiMgr.ComponentUpdate(GuiComponentType.HandsUi, this);
}
public void SendChangeHand(string index)
{
Owner.SendComponentNetworkMessage(this, NetDeliveryMethod.ReliableUnordered, index);
}
}
}

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@@ -0,0 +1,14 @@
using SS14.Shared.Interfaces.GameObjects;
namespace Content.Client.Interfaces.GameObjects
{
// HYPER SIMPLE HANDS API CLIENT SIDE.
// To allow for showing the HUD, mostly.
public interface IHandsComponent
{
IEntity GetEntity(string index);
string ActiveIndex { get; }
void SendChangeHand(string index);
}
}

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@@ -0,0 +1,192 @@
using Content.Client.Interfaces.GameObjects;
using OpenTK.Graphics;
using SFML.Graphics;
using SFML.Window;
using SS14.Client.GameObjects;
using SS14.Client.Graphics;
using SS14.Client.Graphics.Utility;
using SS14.Client.Interfaces.Player;
using SS14.Client.Interfaces.Resource;
using SS14.Client.Interfaces.UserInterface;
using SS14.Client.UserInterface.Components;
using SS14.Shared;
using SS14.Shared.Interfaces.GameObjects;
using SS14.Shared.IoC;
using SS14.Shared.Maths;
namespace Content.Client.UserInterface
{
public class HandsGui : GuiComponent
{
private readonly Color4 _inactiveColor = new Color4(90, 90, 90, 255);
private readonly IPlayerManager _playerManager = IoCManager.Resolve<IPlayerManager>();
private readonly IUserInterfaceManager _userInterfaceManager = IoCManager.Resolve<IUserInterfaceManager>();
private readonly Sprite handSlot;
private readonly int spacing = 1;
private UiHandInfo LeftHand;
private UiHandInfo RightHand;
private Box2i handL;
private Box2i handR;
public HandsGui()
{
var _resMgr = IoCManager.Resolve<IResourceCache>();
ComponentClass = GuiComponentType.HandsUi;
handSlot = _resMgr.GetSprite("hand");
ZDepth = 5;
}
public override void ComponentUpdate(params object[] args)
{
base.ComponentUpdate(args);
UpdateHandIcons();
}
public override void Update(float frameTime)
{
var slotBounds = handSlot.GetLocalBounds();
var width = (int)((slotBounds.Width * 2) + spacing);
var height = (int)slotBounds.Height;
Position = new Vector2i((int)(CluwneLib.Window.Viewport.Width - width) / 2, (int)CluwneLib.Window.Viewport.Height - height - 10);
handL = Box2i.FromDimensions(Position.X, Position.Y, (int)slotBounds.Width, (int)slotBounds.Height);
handR = Box2i.FromDimensions(Position.X + (int)slotBounds.Width + spacing, Position.Y, (int)slotBounds.Width, (int)slotBounds.Height);
ClientArea = Box2i.FromDimensions(Position.X, Position.Y, width, (int)slotBounds.Height);
}
public override void Render()
{
if (_playerManager?.ControlledEntity == null)
{
return;
}
IEntity entity = _playerManager.ControlledEntity;
if (!entity.TryGetComponent<IHandsComponent>(out var hands))
{
return;
}
var leftActive = hands.ActiveIndex == "left";
handSlot.Color = Color.White;
handSlot.SetTransformToRect(leftActive ? handL : handR);
handSlot.Draw();
handSlot.Color = _inactiveColor.Convert();
handSlot.SetTransformToRect(leftActive ? handR : handL);
handSlot.Draw();
if (LeftHand.Entity != null && LeftHand.HeldSprite != null)
{
var bounds = LeftHand.HeldSprite.GetLocalBounds();
LeftHand.HeldSprite.SetTransformToRect(
Box2i.FromDimensions(handL.Left + (int)(handL.Width / 2f - bounds.Width / 2f),
handL.Top + (int)(handL.Height / 2f - bounds.Height / 2f),
(int)bounds.Width, (int)bounds.Height));
LeftHand.HeldSprite.Draw();
}
if (RightHand.Entity != null && RightHand.HeldSprite != null)
{
var bounds = RightHand.HeldSprite.GetLocalBounds();
RightHand.HeldSprite.SetTransformToRect(
Box2i.FromDimensions(handR.Left + (int)(handR.Width / 2f - bounds.Width / 2f),
handR.Top + (int)(handR.Height / 2f - bounds.Height / 2f),
(int)bounds.Width, (int)bounds.Height));
RightHand.HeldSprite.Draw();
}
}
public void UpdateHandIcons()
{
if (_playerManager?.ControlledEntity == null)
{
return;
}
IEntity entity = _playerManager.ControlledEntity;
if (!entity.TryGetComponent<IHandsComponent>(out var hands))
{
return;
}
var left = hands.GetEntity("left");
var right = hands.GetEntity("right");
if (left != null)
{
if (left != LeftHand.Entity)
{
LeftHand.Entity = left;
LeftHand.HeldSprite = GetIconSprite(left);
}
}
else
{
LeftHand.Entity = null;
LeftHand.HeldSprite = null;
}
if (right != null)
{
if (right != RightHand.Entity)
{
RightHand.Entity = right;
RightHand.HeldSprite = GetIconSprite(right);
}
}
else
{
RightHand.Entity = null;
RightHand.HeldSprite = null;
}
}
private void SendSwitchHandTo(string index)
{
IEntity entity = _playerManager.ControlledEntity;
if (!entity.TryGetComponent<IHandsComponent>(out var hands))
{
return;
}
hands.SendChangeHand(index);
}
public override bool MouseDown(MouseButtonEventArgs e)
{
if (e.Button != Mouse.Button.Right)
{
return false;
}
if (handL.Contains(e.X, e.Y))
{
SendSwitchHandTo("left");
return true;
}
if (handR.Contains(e.X, e.Y))
{
SendSwitchHandTo("right");
return true;
}
return false;
}
private static Sprite GetIconSprite(IEntity entity)
{
Sprite icon = null;
if (entity.TryGetComponent<IconComponent>(out var component))
{
icon = component.Icon;
}
return icon ?? IoCManager.Resolve<IResourceCache>().DefaultSprite();
}
private struct UiHandInfo
{
public IEntity Entity { get; set; }
public Sprite HeldSprite { get; set; }
}
}
}

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@@ -56,6 +56,12 @@
</ItemGroup>
<ItemGroup>
<Compile Include="EntryPoint.cs" />
<Compile Include="Interfaces\GameObjects\Components\Items\IHandsComponent.cs" />
<Compile Include="Interfaces\GameObjects\Components\Items\IInventoryComponent.cs" />
<Compile Include="Interfaces\GameObjects\Components\Items\IItemComponent.cs" />
<Compile Include="GameObjects\Components\Items\ServerHandsComponent.cs" />
<Compile Include="GameObjects\Components\Items\InventoryComponent.cs" />
<Compile Include="GameObjects\Components\Items\ItemComponent.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
</ItemGroup>
<ItemGroup>
@@ -85,4 +91,4 @@
<ContentAssemblies Include="$(OutputPath)Content.Server.pdb" Condition="'$(Configuration)' == 'Debug'" />
<ContentAssemblies Include="$(OutputPath)Content.Shared.pdb" Condition="'$(Configuration)' == 'Debug'" />
</ItemGroup>
</Project>
</Project>

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@@ -1,4 +1,8 @@
using SS14.Shared.ContentPack;
using Content.Server.GameObjects;
using Content.Server.Interfaces.GameObjects;
using SS14.Shared.ContentPack;
using SS14.Shared.Interfaces.GameObjects;
using SS14.Shared.IoC;
namespace Content.Server
{
@@ -6,7 +10,16 @@ namespace Content.Server
{
public override void Init()
{
// TODO: Anything at all.
var factory = IoCManager.Resolve<IComponentFactory>();
factory.Register<HandsComponent>();
factory.RegisterReference<HandsComponent, IHandsComponent>();
factory.Register<InventoryComponent>();
factory.RegisterReference<InventoryComponent, IInventoryComponent>();
factory.Register<ItemComponent>();
factory.RegisterReference<ItemComponent, IItemComponent>();
}
}
}

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@@ -0,0 +1,167 @@
using Content.Server.Interfaces.GameObjects;
using SS14.Server.GameObjects;
using SS14.Server.GameObjects.Components.Container;
using SS14.Server.Interfaces.GameObjects;
using SS14.Shared.Utility;
using SS14.Shared.GameObjects;
using SS14.Shared.Interfaces.GameObjects;
using System;
using System.Collections.Generic;
using YamlDotNet.RepresentationModel;
namespace Content.Server.GameObjects
{
public class InventoryComponent : Component, IInventoryComponent
{
public override string Name => "Inventory";
private Dictionary<string, InventorySlot> slots = new Dictionary<string, InventorySlot>();
private TransformComponent transform;
// TODO: Make this container unique per-slot.
private IContainer container;
public override void Initialize()
{
transform = Owner.GetComponent<TransformComponent>();
container = Container.Create("inventory", Owner);
base.Initialize();
}
public override void OnRemove()
{
foreach (var slot in slots.Keys)
{
RemoveSlot(slot);
}
transform = null;
container = null;
base.OnRemove();
}
public override void LoadParameters(YamlMappingNode mapping)
{
if (mapping.TryGetNode<YamlSequenceNode>("slots", out var slotsNode))
{
foreach (var node in slotsNode)
{
AddSlot(node.AsString());
}
}
base.LoadParameters(mapping);
}
public IItemComponent Get(string slot)
{
return _GetSlot(slot).Item;
}
public IInventorySlot GetSlot(string slot)
{
return slots[slot];
}
// Private version that returns our concrete implementation.
private InventorySlot _GetSlot(string slot)
{
return slots[slot];
}
public bool Insert(string slot, IItemComponent item)
{
if (item == null)
{
throw new ArgumentNullException(nameof(item), "An item must be passed. To remove an item from a slot, use Drop()");
}
var inventorySlot = _GetSlot(slot);
if (!CanInsert(slot, item) || !container.Insert(item.Owner))
{
return false;
}
inventorySlot.Item = item;
item.EquippedToSlot(inventorySlot);
return true;
}
public bool CanInsert(string slot, IItemComponent item)
{
var inventorySlot = _GetSlot(slot);
return inventorySlot.Item == null && container.CanInsert(item.Owner);
}
public bool Drop(string slot)
{
if (!CanDrop(slot))
{
return false;
}
var inventorySlot = _GetSlot(slot);
var item = inventorySlot.Item;
if (!container.Remove(item.Owner))
{
return false;
}
item.RemovedFromSlot();
inventorySlot.Item = null;
// TODO: The item should be dropped to the container our owner is in, if any.
var itemTransform = item.Owner.GetComponent<TransformComponent>();
itemTransform.LocalPosition = transform.LocalPosition;
return true;
}
public bool CanDrop(string slot)
{
var inventorySlot = _GetSlot(slot);
var item = inventorySlot.Item;
return item != null && container.CanRemove(item.Owner);
}
public IInventorySlot AddSlot(string slot)
{
if (HasSlot(slot))
{
throw new InvalidOperationException($"Slot '{slot}' already exists.");
}
return slots[slot] = new InventorySlot(slot, this);
}
public void RemoveSlot(string slot)
{
if (!HasSlot(slot))
{
throw new InvalidOperationException($"Slow '{slot}' does not exist.");
}
if (Get(slot) != null && !Drop(slot))
{
// TODO: Handle this potential failiure better.
throw new InvalidOperationException("Unable to remove slot as the contained item could not be dropped");
}
slots.Remove(slot);
}
public bool HasSlot(string slot)
{
return slots.ContainsKey(slot);
}
private class InventorySlot : IInventorySlot
{
public IItemComponent Item { get; set; }
public string Name { get; }
public IInventoryComponent Owner { get; }
public InventorySlot(string name, IInventoryComponent owner)
{
Name = name;
Owner = owner;
}
}
}
}

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@@ -0,0 +1,46 @@
using Content.Server.Interfaces.GameObjects;
using SS14.Shared.GameObjects;
using SS14.Shared.Interfaces.GameObjects;
using SS14.Server.Interfaces.GameObjects;
using System;
namespace Content.Server.GameObjects
{
public class ItemComponent : Component, IItemComponent
{
public override string Name => "Item";
/// <inheritdoc />
public IInventorySlot ContainingSlot { get; private set; }
public void RemovedFromSlot()
{
if (ContainingSlot == null)
{
throw new InvalidOperationException("Item is not in a slot.");
}
ContainingSlot = null;
foreach (var component in Owner.GetComponents<ISpriteRenderableComponent>())
{
component.Visible = true;
}
}
public void EquippedToSlot(IInventorySlot slot)
{
if (ContainingSlot != null)
{
throw new InvalidOperationException("Item is already in a slot.");
}
ContainingSlot = slot;
foreach (var component in Owner.GetComponents<ISpriteRenderableComponent>())
{
component.Visible = false;
}
}
}
}

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@@ -0,0 +1,293 @@
using Content.Server.Interfaces.GameObjects;
using Content.Shared.GameObjects;
using SS14.Server.GameObjects.Events;
using SS14.Server.Interfaces.GameObjects;
using SS14.Shared;
using SS14.Shared.GameObjects;
using SS14.Shared.Utility;
using System;
using System.Collections.Generic;
using YamlDotNet.RepresentationModel;
using Lidgren.Network;
namespace Content.Server.GameObjects
{
public class HandsComponent : SharedHandsComponent, IHandsComponent
{
private string activeIndex;
public string ActiveIndex
{
get => activeIndex;
set
{
if (!hands.ContainsKey(value))
{
throw new ArgumentException($"No hand '{value}'");
}
activeIndex = value;
}
}
private Dictionary<string, IInventorySlot> hands = new Dictionary<string, IInventorySlot>();
private List<string> orderedHands = new List<string>();
private IInventoryComponent inventory;
private IServerTransformComponent transform;
private YamlMappingNode tempParametersMapping;
// Mostly arbitrary.
public const float PICKUP_RANGE = 2;
public override void Initialize()
{
inventory = Owner.GetComponent<IInventoryComponent>();
transform = Owner.GetComponent<IServerTransformComponent>();
if (tempParametersMapping != null)
{
foreach (var node in tempParametersMapping.GetNode<YamlSequenceNode>("hands"))
{
AddHand(node.AsString());
}
}
Owner.SubscribeEvent<BoundKeyChangeEventArgs>(OnKeyChange, this);
Owner.SubscribeEvent<ClickedOnEntityEventArgs>(OnClick, this);
base.Initialize();
}
public override void OnRemove()
{
inventory = null;
Owner.UnsubscribeEvent<BoundKeyChangeEventArgs>(this);
Owner.UnsubscribeEvent<ClickedOnEntityEventArgs>(this);
base.OnRemove();
}
public override void LoadParameters(YamlMappingNode mapping)
{
tempParametersMapping = mapping;
base.LoadParameters(mapping);
}
public IEnumerable<IItemComponent> GetAllHeldItems()
{
foreach (var slot in hands.Values)
{
if (slot.Item != null)
{
yield return slot.Item;
}
}
}
public IItemComponent GetHand(string index)
{
var slot = hands[index];
return slot.Item;
}
/// <summary>
/// Enumerates over the hand keys, returning the active hand first.
/// </summary>
private IEnumerable<string> ActivePriorityEnumerable()
{
yield return ActiveIndex;
foreach (var hand in hands.Keys)
{
if (hand == ActiveIndex)
{
continue;
}
yield return hand;
}
}
public bool PutInHand(IItemComponent item)
{
foreach (var hand in ActivePriorityEnumerable())
{
if (PutInHand(item, hand, fallback: false))
{
return true;
}
}
return false;
}
public bool PutInHand(IItemComponent item, string index, bool fallback = true)
{
if (!CanPutInHand(item, index))
{
return fallback && PutInHand(item);
}
var slot = hands[index];
return slot.Owner.Insert(slot.Name, item);
}
public bool CanPutInHand(IItemComponent item)
{
foreach (var hand in ActivePriorityEnumerable())
{
if (CanPutInHand(item, hand))
{
return true;
}
}
return false;
}
public bool CanPutInHand(IItemComponent item, string index)
{
var slot = hands[index];
return slot.Owner.CanInsert(slot.Name, item);
}
public bool Drop(string index)
{
if (!CanDrop(index))
{
return false;
}
var slot = hands[index];
return slot.Owner.Drop(slot.Name);
}
public bool CanDrop(string index)
{
var slot = hands[index];
return slot.Item != null && slot.Owner.CanDrop(slot.Name);
}
public void AddHand(string index)
{
if (HasHand(index))
{
throw new InvalidOperationException($"Hand '{index}' already exists.");
}
var slot = inventory.AddSlot(HandSlotName(index));
hands[index] = slot;
orderedHands.Add(index);
if (ActiveIndex == null)
{
ActiveIndex = index;
}
}
public void RemoveHand(string index)
{
if (!HasHand(index))
{
throw new InvalidOperationException($"Hand '{index}' does not exist.");
}
inventory.RemoveSlot(HandSlotName(index));
hands.Remove(index);
orderedHands.Remove(index);
if (index == ActiveIndex)
{
if (orderedHands.Count == 0)
{
activeIndex = null;
}
else
{
activeIndex = orderedHands[0];
}
}
}
public bool HasHand(string index)
{
return hands.ContainsKey(index);
}
/// <summary>
/// Get the name of the slot passed to the inventory component.
/// </summary>
private string HandSlotName(string index) => $"_hand_{index}";
public override ComponentState GetComponentState()
{
var dict = new Dictionary<string, int>(hands.Count);
foreach (var hand in hands)
{
if (hand.Value.Item != null)
{
dict[hand.Key] = hand.Value.Item.Owner.Uid;
}
}
return new HandsComponentState(dict, ActiveIndex);
}
// Game logic goes here.
public void OnKeyChange(object sender, EntityEventArgs uncast)
{
var cast = (BoundKeyChangeEventArgs)uncast;
if (cast.Actor != Owner || cast.KeyState != BoundKeyState.Down)
{
return;
}
switch (cast.KeyFunction)
{
case BoundKeyFunctions.SwitchHands:
SwapHands();
break;
case BoundKeyFunctions.Drop:
Drop(ActiveIndex);
break;
}
}
private void SwapHands()
{
var index = orderedHands.FindIndex(x => x == ActiveIndex);
index++;
if (index >= orderedHands.Count)
{
index = 0;
}
ActiveIndex = orderedHands[index];
}
public void OnClick(object sender, EntityEventArgs uncast)
{
var cast = (ClickedOnEntityEventArgs)uncast;
if (cast.MouseButton != MouseClickType.Left || Owner.EntityManager.GetEntity(cast.Clicker) != Owner)
{
return;
}
var target = Owner.EntityManager.GetEntity(cast.Clicked);
var targetTransform = target.GetComponent<IServerTransformComponent>();
if (!target.TryGetComponent<IItemComponent>(out var item) || (targetTransform.WorldPosition - transform.WorldPosition).Length > PICKUP_RANGE)
{
return;
}
PutInHand(item, ActiveIndex, fallback: false);
}
public override void HandleNetworkMessage(IncomingEntityComponentMessage message, NetConnection sender)
{
if (message.MessageParameters.Count != 1)
{
return;
}
var index = message.MessageParameters[0];
if (index is string newIndex && HasHand(newIndex))
{
ActiveIndex = newIndex;
}
base.HandleNetworkMessage(message, sender);
}
}
}

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@@ -0,0 +1,99 @@
using SS14.Shared.Interfaces.GameObjects;
using System.Collections.Generic;
namespace Content.Server.Interfaces.GameObjects
{
public interface IHandsComponent : IComponent
{
/// <summary>
/// The hand index of the currently active hand.
/// </summary>
string ActiveIndex { get; set; }
/// <summary>
/// Enumerates over every held item.
/// </summary>
IEnumerable<IItemComponent> GetAllHeldItems();
/// <summary>
/// Gets the item held by a hand.
/// </summary>
/// <param name="index">The index of the hand to get.</param>
/// <returns>The item in the held, null if no item is held</returns>
IItemComponent GetHand(string index);
/// <summary>
/// Puts an item into any empty hand, preferring the active hand.
/// </summary>
/// <param name="item">The item to put in a hand.</param>
/// <returns>True if the item was inserted, false otherwise.</returns>
bool PutInHand(IItemComponent item);
/// <summary>
/// Puts an item into a specific hand.
/// </summary>
/// <param name="item">The item to put in the hand.</param>
/// <param name="index">The index of the hand to put the item into.</param>
/// <param name="fallback">
/// If true and the provided hand is full, the method will fall back to <see cref="PutInHand(IItemComponent)" />
/// </param>
/// <returns>True if the item was inserted into a hand, false otherwise.</returns>
bool PutInHand(IItemComponent item, string index, bool fallback=true);
/// <summary>
/// Checks to see if an item can be put in any hand.
/// </summary>
/// <param name="item">The item to check for.</param>
/// <returns>True if the item can be inserted, false otherwise.</returns>
bool CanPutInHand(IItemComponent item);
/// <summary>
/// Checks to see if an item can be put in the specified hand.
/// </summary>
/// <param name="item">The item to check for.</param>
/// <param name="index">The index for the hand to check for.</param>
/// <returns>True if the item can be inserted, false otherwise.</returns>
bool CanPutInHand(IItemComponent item, string index);
/// <summary>
/// Drops an item on the ground, removing it from the hand.
/// </summary>
/// <param name="index">The hand to drop from.</param>
/// <returns>True if an item was successfully dropped, false otherwise.</returns>
bool Drop(string index);
/// <summary>
/// Checks whether the item in the specified hand can be dropped.
/// </summary>
/// <param name="index">The hand to check for.</param>
/// <returns>
/// True if the item can be dropped, false if the hand is empty or the item in the hand cannot be dropped.
/// </returns>
bool CanDrop(string index);
/// <summary>
/// Adds a new hand to this hands component.
/// </summary>
/// <param name="index">The name of the hand to add.</param>
/// <exception cref="InvalidOperationException">
/// Thrown if a hand with specified name already exists.
/// </exception>
void AddHand(string index);
/// <summary>
/// Removes a hand from this hands component.
/// </summary>
/// <remarks>
/// If the hand contains an item, the item is dropped.
/// </remarks>
/// <param name="index">The name of the hand to remove.</param>
void RemoveHand(string index);
/// <summary>
/// Checks whether a hand with the specified name exists.
/// </summary>
/// <param name="index">The hand name to check.</param>
/// <returns>True if the hand exists, false otherwise.</returns>
bool HasHand(string index);
}
}

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@@ -0,0 +1,101 @@
using SS14.Server.Interfaces.GameObjects;
using SS14.Shared.Interfaces.GameObjects;
using System;
namespace Content.Server.Interfaces.GameObjects
{
public interface IInventoryComponent : IComponent
{
/// <summary>
/// Gets the item in the specified slot.
/// </summary>
/// <param name="slot">The slot to get the item for.</param>
/// <returns>Null if the slot is empty, otherwise the item.</returns>
IItemComponent Get(string slot);
/// <summary>
/// Gets the slot with specified name.
/// This gets the slot, NOT the item contained therein.
/// </summary>
/// <param name="slot">The name of the slot to get.</param>
IInventorySlot GetSlot(string slot);
/// <summary>
/// Puts an item in a slot.
/// </summary>
/// <remarks>
/// This will fail if there is already an item in the specified slot.
/// </remarks>
/// <param name="slot">The slot to put the item in.</param>
/// <param name="item">The item to insert into the slot.</param>
/// <returns>True if the item was successfully inserted, false otherwise.</returns>
bool Insert(string slot, IItemComponent item);
/// <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>
/// <returns>True if the item can be inserted into the specified slot.</returns>
bool CanInsert(string slot, IItemComponent item);
/// <summary>
/// Drops the item in a slot.
/// </summary>
/// <param name="slot">The slot to drop the item from.</param>
/// <returns>True if an item was dropped, false otherwise.</returns>
bool Drop(string slot);
/// <summary>
/// Checks whether an item can be dropped from the specified slot.
/// </summary>
/// <param name="slot">The slot to check for.</param>
/// <returns>
/// True if there is an item in the slot and it can be dropped, false otherwise.
/// </returns>
bool CanDrop(string slot);
/// <summary>
/// Adds a new slot to this inventory component.
/// </summary>
/// <param name="slot">The name of the slot to add.</param>
/// <exception cref="InvalidOperationException">
/// Thrown if the slot with specified name already exists.
/// </exception>
IInventorySlot AddSlot(string slot);
/// <summary>
/// Removes a slot from this inventory component.
/// </summary>
/// <remarks>
/// If the slot contains an item, the item is dropped.
/// </remarks>
/// <param name="slot">The name of the slot to remove.</param>
void RemoveSlot(string slot);
/// <summary>
/// Checks whether a slot with the specified name exists.
/// </summary>
/// <param name="slot">The slot name to check.</param>
/// <returns>True if the slot exists, false otherwise.</returns>
bool HasSlot(string slot);
}
public interface IInventorySlot
{
/// <summary>
/// The name of the slot.
/// </summary>
string Name { get; }
/// <summary>
/// The item contained in the slot, can be null.
/// </summary>
IItemComponent Item { get; }
/// <summary>
/// The component owning us.
/// </summary>
IInventoryComponent Owner { get; }
}
}

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@@ -0,0 +1,22 @@
using SS14.Shared.Interfaces.GameObjects;
namespace Content.Server.Interfaces.GameObjects
{
public interface IItemComponent : IComponent
{
/// <summary>
/// The inventory slot this item is stored in, if any.
/// </summary>
IInventorySlot ContainingSlot { get; }
/// <summary>
/// Called when the item is removed from its inventory slot.
/// </summary>
void RemovedFromSlot();
/// <summary>
/// Called when the item is inserted into a new inventory slot.
/// </summary>
void EquippedToSlot(IInventorySlot slot);
}
}

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@@ -56,6 +56,8 @@
<ItemGroup>
<Compile Include="EntryPoint.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
<Compile Include="GameObjects\Components\Items\SharedHandsComponent.cs" />
<Compile Include="GameObjects\Components\NetIDs.cs" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\engine\Lidgren.Network\Lidgren.Network.csproj">
@@ -95,4 +97,4 @@
<Copy SourceFiles="@(Resource)" DestinationFiles="..\bin\Server\Resources\%(Prefix)%(RecursiveDir)%(Filename)%(Extension)" />
</Target>
<Target Name="AfterBuild" DependsOnTargets="CopyResources" />
</Project>
</Project>

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@@ -0,0 +1,27 @@
using SS14.Shared.GameObjects;
using System;
using System.Collections.Generic;
namespace Content.Shared.GameObjects
{
public abstract class SharedHandsComponent : Component
{
public sealed override string Name => "Hands";
public sealed override uint? NetID => ContentNetIDs.HANDS;
public sealed override Type StateType => typeof(HandsComponentState);
}
// The IDs of the items get synced over the network.
[Serializable]
public class HandsComponentState : ComponentState
{
public readonly Dictionary<string, int> Hands;
public readonly string ActiveIndex;
public HandsComponentState(Dictionary<string, int> hands, string activeIndex) : base(ContentNetIDs.HANDS)
{
Hands = hands;
ActiveIndex = activeIndex;
}
}
}

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@@ -0,0 +1,7 @@
namespace Content.Shared.GameObjects
{
public static class ContentNetIDs
{
public const uint HANDS = 1000;
}
}

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@@ -0,0 +1,14 @@
- type: entity
name: "Toolbox 2: Handle edition"
parent: Toolbox
id: ToolboxItem
components:
- type: Item
- type: entity
name: "Mop 2: Handle edition"
parent: Mop
id: MopItem
components:
- type: Item

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@@ -0,0 +1,10 @@
- type: entity
name: Urist McHands
id: HumanMob_Content
parent: HumanMob
components:
- type: Hands
hands:
- left
- right
- type: Inventory