Inventories (#61)
* Bully the fuck out of inventory shit Inventory Stuff Inventories technically work It works technicaly speaking Yeah this part too Lets do it! Inventories completed Motherfucker * Remove unnecessary usings and fix one thing * Submodule update * Adds a bunch of various clothing prototypes for each current inventory slot
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committed by
Pieter-Jan Briers
parent
ea05c593aa
commit
c33c227d95
273
Content.Server/GameObjects/Components/GUI/InventoryComponent.cs
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273
Content.Server/GameObjects/Components/GUI/InventoryComponent.cs
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using SS14.Server.GameObjects;
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using SS14.Server.GameObjects.Components.Container;
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using System;
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using System.Collections.Generic;
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using Content.Shared.GameObjects;
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using static Content.Shared.GameObjects.Components.Inventory.EquipmentSlotDefines;
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using SS14.Shared.GameObjects;
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using SS14.Shared.Interfaces.GameObjects;
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using SS14.Shared.Interfaces.Network;
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using static Content.Shared.GameObjects.SharedInventoryComponent.ClientInventoryMessage;
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using static Content.Shared.GameObjects.SharedInventoryComponent.ServerInventoryMessage;
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using SS14.Shared.IoC;
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using SS14.Server.Interfaces.Player;
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using SS14.Shared.GameObjects.Serialization;
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using SS14.Shared.ContentPack;
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namespace Content.Server.GameObjects
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{
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public class InventoryComponent : SharedInventoryComponent
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{
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private Dictionary<Slots, ContainerSlot> SlotContainers = new Dictionary<Slots, ContainerSlot>();
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string TemplateName = "HumanInventory"; //stored for serialization purposes
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public override void ExposeData(EntitySerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(ref TemplateName, "Template", "HumanInventory");
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CreateInventory(TemplateName);
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}
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private void CreateInventory(string TemplateName)
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{
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Type type = AppDomain.CurrentDomain.GetAssemblyByName("Content.Shared").GetType("Content.Shared.GameObjects." + TemplateName);
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Inventory inventory = (Inventory)Activator.CreateInstance(type);
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foreach (Slots slotnames in inventory.SlotMasks)
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{
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if(slotnames != Slots.NONE)
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{
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var newslot = AddSlot(slotnames);
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}
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}
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}
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public override void OnRemove()
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{
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foreach (var slot in SlotContainers.Keys)
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{
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RemoveSlot(slot);
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}
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base.OnRemove();
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}
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/// <summary>
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/// Helper to get container name for specified slot on this component
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/// </summary>
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/// <param name="slot"></param>
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/// <returns></returns>
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private string GetSlotString(Slots slot)
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{
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return Name + "_" + Enum.GetName(typeof(Slots), slot);
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}
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/// <summary>
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/// Gets the clothing equipped to the specified slot.
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/// </summary>
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/// <param name="slot">The slot to get the item for.</param>
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/// <returns>Null if the slot is empty, otherwise the item.</returns>
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public ItemComponent GetSlotItem(Slots slot)
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{
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return SlotContainers[slot].ContainedEntity?.GetComponent<ItemComponent>();
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}
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/// <summary>
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/// Equips slothing to the specified slot.
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/// </summary>
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/// <remarks>
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/// This will fail if there is already an item in the specified slot.
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/// </remarks>
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/// <param name="slot">The slot to put the item in.</param>
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/// <param name="clothing">The item to insert into the slot.</param>
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/// <returns>True if the item was successfully inserted, false otherwise.</returns>
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public bool Equip(Slots slot, ClothingComponent clothing)
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{
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if (clothing == null)
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{
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throw new ArgumentNullException(nameof(clothing), "Clothing must be passed here. To remove some clothing from a slot, use Unequip()");
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}
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if(clothing.SlotFlags == SlotFlags.PREVENTEQUIP //Flag to prevent equipping at all
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|| (clothing.SlotFlags & SlotMasks[slot]) == 0) //Does the clothing flag have any of our requested slot flags
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{
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return false;
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}
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var inventorySlot = SlotContainers[slot];
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if (!inventorySlot.Insert(clothing.Owner))
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{
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return false;
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}
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clothing.EquippedToSlot(inventorySlot);
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var UIupdatemessage = new ServerInventoryMessage()
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{
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Inventoryslot = slot,
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EntityUid = clothing.Owner.Uid,
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Updatetype = ServerInventoryUpdate.Addition
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};
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SendNetworkMessage(UIupdatemessage);
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return true;
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}
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/// <summary>
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/// Checks whether an item can be put in the specified slot.
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/// </summary>
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/// <param name="slot">The slot to check for.</param>
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/// <param name="item">The item to check for.</param>
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/// <returns>True if the item can be inserted into the specified slot.</returns>
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public bool CanEquip(Slots slot, ClothingComponent item)
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{
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return SlotContainers[slot].CanInsert(item.Owner);
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}
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/// <summary>
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/// Drops the item in a slot.
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/// </summary>
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/// <param name="slot">The slot to drop the item from.</param>
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/// <returns>True if an item was dropped, false otherwise.</returns>
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public bool Unequip(Slots slot)
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{
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if (!CanUnequip(slot))
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{
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return false;
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}
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var inventorySlot = SlotContainers[slot];
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var item = inventorySlot.ContainedEntity.GetComponent<ItemComponent>();
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if (!inventorySlot.Remove(inventorySlot.ContainedEntity))
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{
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return false;
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}
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var UIupdatemessage = new ServerInventoryMessage()
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{
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Inventoryslot = slot,
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EntityUid = item.Owner.Uid,
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Updatetype = ServerInventoryUpdate.Removal
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};
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SendNetworkMessage(UIupdatemessage);
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item.RemovedFromSlot();
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// TODO: The item should be dropped to the container our owner is in, if any.
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var itemTransform = item.Owner.GetComponent<TransformComponent>();
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itemTransform.LocalPosition = Owner.GetComponent<TransformComponent>().LocalPosition;
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return true;
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}
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/// <summary>
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/// Checks whether an item can be dropped from the specified slot.
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/// </summary>
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/// <param name="slot">The slot to check for.</param>
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/// <returns>
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/// True if there is an item in the slot and it can be dropped, false otherwise.
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/// </returns>
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public bool CanUnequip(Slots slot)
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{
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var InventorySlot = SlotContainers[slot];
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return InventorySlot.ContainedEntity != null && InventorySlot.CanRemove(InventorySlot.ContainedEntity);
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}
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/// <summary>
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/// Adds a new slot to this inventory component.
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/// </summary>
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/// <param name="slot">The name of the slot to add.</param>
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/// <exception cref="InvalidOperationException">
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/// Thrown if the slot with specified name already exists.
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/// </exception>
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public ContainerSlot AddSlot(Slots slot)
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{
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if (HasSlot(slot))
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{
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throw new InvalidOperationException($"Slot '{slot}' already exists.");
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}
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return SlotContainers[slot] = ContainerManagerComponent.Create<ContainerSlot>(GetSlotString(slot), Owner);
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}
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/// <summary>
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/// Removes a slot from this inventory component.
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/// </summary>
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/// <remarks>
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/// If the slot contains an item, the item is dropped.
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/// </remarks>
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/// <param name="slot">The name of the slot to remove.</param>
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public void RemoveSlot(Slots slot)
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{
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if (!HasSlot(slot))
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{
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throw new InvalidOperationException($"Slow '{slot}' does not exist.");
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}
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if (GetSlotItem(slot) != null && !Unequip(slot))
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{
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// TODO: Handle this potential failiure better.
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throw new InvalidOperationException("Unable to remove slot as the contained clothing could not be dropped");
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}
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SlotContainers.Remove(slot);
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}
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/// <summary>
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/// Checks whether a slot with the specified name exists.
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/// </summary>
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/// <param name="slot">The slot name to check.</param>
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/// <returns>True if the slot exists, false otherwise.</returns>
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public bool HasSlot(Slots slot)
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{
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return SlotContainers.ContainsKey(slot);
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}
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/// <summary>
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/// Message that tells us to equip or unequip items from the inventory slots
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/// </summary>
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/// <param name="msg"></param>
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private void HandleInventoryMessage(ClientInventoryMessage msg)
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{
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if (msg.Updatetype == ClientInventoryUpdate.Equip)
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{
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var hands = Owner.GetComponent<HandsComponent>();
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var activehand = hands.GetActiveHand;
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if (activehand != null && activehand.Owner.TryGetComponent(out ClothingComponent clothing))
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{
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hands.Drop(hands.ActiveIndex);
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if(!Equip(msg.Inventoryslot, clothing))
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{
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hands.PutInHand(clothing);
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}
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}
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}
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else if (msg.Updatetype == ClientInventoryUpdate.Unequip)
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{
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var hands = Owner.GetComponent<HandsComponent>();
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var activehand = hands.GetActiveHand;
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var itemcontainedinslot = GetSlotItem(msg.Inventoryslot);
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if (activehand == null && itemcontainedinslot != null && Unequip(msg.Inventoryslot))
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{
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hands.PutInHand(itemcontainedinslot);
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}
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}
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}
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public override void HandleMessage(ComponentMessage message, INetChannel netChannel = null, IComponent component = null)
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{
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base.HandleMessage(message, netChannel, component);
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switch(message)
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{
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case ClientInventoryMessage msg:
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var playerMan = IoCManager.Resolve<IPlayerManager>();
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var session = playerMan.GetSessionByChannel(netChannel);
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var playerentity = session.AttachedEntity;
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if (playerentity == Owner)
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HandleInventoryMessage(msg);
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break;
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}
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}
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}
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}
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