* Start work on stripping.

* more strippable work

* Stripping works

* Nullable

* MORE NULLABLE

* nullable moment

* life is pain

* Interaction check.

* Update Content.Client/GameObjects/Components/HUD/Inventory/StrippableBoundUserInterface.cs

Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>

* Update Content.Client/GameObjects/Components/HUD/Inventory/StrippableBoundUserInterface.cs

Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>

* Update Content.Server/GameObjects/Components/GUI/HandsComponent.cs

Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>

* Update Content.Server/GameObjects/Components/GUI/HandsComponent.cs

Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>

* Update Content.Server/GameObjects/Components/GUI/HandsComponent.cs

Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>

* Update Content.Server/GameObjects/Components/GUI/StrippableComponent.cs

Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>

* Update Content.Server/GameObjects/Components/GUI/StrippableComponent.cs

Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>

* Update Content.Server/GameObjects/Components/GUI/HandsComponent.cs

Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>

* Update Content.Server/GameObjects/Components/GUI/StrippableComponent.cs

Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>

* Update Content.Server/GameObjects/Components/GUI/StrippableComponent.cs

Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>

* Update Content.Shared/GameObjects/Components/GUI/SharedStrippableComponent.cs

Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>

* Update Content.Server/GameObjects/Components/GUI/StrippableComponent.cs

Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>

* Rename InventoryComponent and HandsComponent's OnChanged event to OnItemChanged

* Apply suggestions from code review

Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>

* Apply suggestions from code review

Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>

* Apply suggestions from code review

Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>

* Use static EquipmentSlotDefines

* Do not expose ContainerSlot on Inventory or Hands.

Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
This commit is contained in:
Víctor Aguilera Puerto
2020-08-15 20:33:42 +02:00
committed by GitHub
parent e047262289
commit c3df108b27
12 changed files with 700 additions and 32 deletions

View File

@@ -42,6 +42,8 @@ namespace Content.Server.GameObjects.Components.GUI
private string? _activeHand;
private uint _nextHand;
public event Action? OnItemChanged;
[ViewVariables(VVAccess.ReadWrite)]
public string? ActiveHand
{
@@ -60,6 +62,8 @@ namespace Content.Server.GameObjects.Components.GUI
[ViewVariables] private readonly List<Hand> _hands = new List<Hand>();
public IEnumerable<string> Hands => _hands.Select(h => h.Name);
// Mostly arbitrary.
public const float PickupRange = 2;
@@ -105,6 +109,12 @@ namespace Content.Server.GameObjects.Components.GUI
return GetHand(handName)?.Entity?.GetComponent<ItemComponent>();
}
public bool TryGetItem(string handName, [MaybeNullWhen(false)] out ItemComponent item)
{
item = GetItem(handName);
return item != null;
}
public ItemComponent? GetActiveHand => ActiveHand == null
? null
: GetItem(ActiveHand);
@@ -136,6 +146,8 @@ namespace Content.Server.GameObjects.Components.GUI
{
if (PutInHand(item, hand, false))
{
OnItemChanged?.Invoke();
return true;
}
}
@@ -156,6 +168,7 @@ namespace Content.Server.GameObjects.Components.GUI
if (success)
{
item.Owner.Transform.LocalPosition = Vector2.Zero;
OnItemChanged?.Invoke();
}
_entitySystemManager.GetEntitySystem<InteractionSystem>().HandSelectedInteraction(Owner, item.Owner);
@@ -250,6 +263,8 @@ namespace Content.Server.GameObjects.Components.GUI
container.Insert(item.Owner);
}
OnItemChanged?.Invoke();
Dirty();
return true;
}
@@ -300,6 +315,8 @@ namespace Content.Server.GameObjects.Components.GUI
container.Insert(item.Owner);
}
OnItemChanged?.Invoke();
Dirty();
return true;
}
@@ -364,6 +381,8 @@ namespace Content.Server.GameObjects.Components.GUI
throw new InvalidOperationException();
}
OnItemChanged?.Invoke();
Dirty();
return true;
}
@@ -415,6 +434,8 @@ namespace Content.Server.GameObjects.Components.GUI
ActiveHand ??= name;
OnItemChanged?.Invoke();
Dirty();
}
@@ -435,6 +456,8 @@ namespace Content.Server.GameObjects.Components.GUI
_activeHand = _hands.FirstOrDefault()?.Name;
}
OnItemChanged?.Invoke();
Dirty();
}
@@ -645,7 +668,7 @@ namespace Content.Server.GameObjects.Components.GUI
Dirty();
if (!message.Entity.TryGetComponent(out IPhysicsComponent physics))
if (!message.Entity.TryGetComponent(out ICollidableComponent physics))
{
return;
}

View File

@@ -33,9 +33,13 @@ namespace Content.Server.GameObjects.Components.GUI
#pragma warning restore 649
[ViewVariables]
private readonly Dictionary<Slots, ContainerSlot> SlotContainers = new Dictionary<Slots, ContainerSlot>();
private readonly Dictionary<Slots, ContainerSlot> _slotContainers = new Dictionary<Slots, ContainerSlot>();
private KeyValuePair<Slots, (EntityUid entity, bool fits)>? HoverEntity;
private KeyValuePair<Slots, (EntityUid entity, bool fits)>? _hoverEntity;
public IEnumerable<Slots> Slots => _slotContainers.Keys;
public event Action OnItemChanged;
public override void Initialize()
{
@@ -43,7 +47,7 @@ namespace Content.Server.GameObjects.Components.GUI
foreach (var slotName in InventoryInstance.SlotMasks)
{
if (slotName != Slots.NONE)
if (slotName != EquipmentSlotDefines.Slots.NONE)
{
AddSlot(slotName);
}
@@ -58,7 +62,7 @@ namespace Content.Server.GameObjects.Components.GUI
{
var multiplier = 1f;
foreach (var (slot, containerSlot) in SlotContainers)
foreach (var (slot, containerSlot) in _slotContainers)
{
foreach (var entity in containerSlot.ContainedEntities)
{
@@ -81,7 +85,7 @@ namespace Content.Server.GameObjects.Components.GUI
{
var multiplier = 1f;
foreach (var (slot, containerSlot) in SlotContainers)
foreach (var (slot, containerSlot) in _slotContainers)
{
foreach (var entity in containerSlot.ContainedEntities)
{
@@ -99,7 +103,7 @@ namespace Content.Server.GameObjects.Components.GUI
bool IEffectBlocker.CanSlip()
{
if(Owner.TryGetComponent(out InventoryComponent inventoryComponent) &&
inventoryComponent.TryGetSlotItem(Slots.SHOES, out ItemComponent shoes)
inventoryComponent.TryGetSlotItem(EquipmentSlotDefines.Slots.SHOES, out ItemComponent shoes)
)
{
return EffectBlockerSystem.CanSlip(shoes.Owner);
@@ -110,7 +114,7 @@ namespace Content.Server.GameObjects.Components.GUI
public override void OnRemove()
{
var slots = SlotContainers.Keys.ToList();
var slots = _slotContainers.Keys.ToList();
foreach (var slot in slots)
{
RemoveSlot(slot);
@@ -140,15 +144,15 @@ namespace Content.Server.GameObjects.Components.GUI
}
public T GetSlotItem<T>(Slots slot) where T : ItemComponent
{
if (!SlotContainers.ContainsKey(slot))
if (!_slotContainers.ContainsKey(slot))
{
return null;
}
var containedEntity = SlotContainers[slot].ContainedEntity;
var containedEntity = _slotContainers[slot].ContainedEntity;
if (containedEntity?.Deleted == true)
{
SlotContainers[slot] = null;
_slotContainers[slot] = null;
containedEntity = null;
Dirty();
}
@@ -169,7 +173,7 @@ namespace Content.Server.GameObjects.Components.GUI
/// </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>
/// <param name="reason">The translated reason why the item cannot be equipped, 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, out string reason)
{
@@ -184,7 +188,7 @@ namespace Content.Server.GameObjects.Components.GUI
return false;
}
var inventorySlot = SlotContainers[slot];
var inventorySlot = _slotContainers[slot];
if (!inventorySlot.Insert(item.Owner))
{
return false;
@@ -192,6 +196,8 @@ namespace Content.Server.GameObjects.Components.GUI
_entitySystemManager.GetEntitySystem<InteractionSystem>().EquippedInteraction(Owner, item.Owner, slot);
OnItemChanged?.Invoke();
Dirty();
return true;
@@ -239,7 +245,7 @@ namespace Content.Server.GameObjects.Components.GUI
reason = Loc.GetString("You can't equip this!");
}
return pass && SlotContainers[slot].CanInsert(item.Owner);
return pass && _slotContainers[slot].CanInsert(item.Owner);
}
public bool CanEquip(Slots slot, ItemComponent item) => CanEquip(slot, item, out var _);
@@ -258,7 +264,7 @@ namespace Content.Server.GameObjects.Components.GUI
return false;
}
var inventorySlot = SlotContainers[slot];
var inventorySlot = _slotContainers[slot];
var item = inventorySlot.ContainedEntity.GetComponent<ItemComponent>();
if (!inventorySlot.Remove(inventorySlot.ContainedEntity))
{
@@ -271,6 +277,8 @@ namespace Content.Server.GameObjects.Components.GUI
_entitySystemManager.GetEntitySystem<InteractionSystem>().UnequippedInteraction(Owner, item.Owner, slot);
OnItemChanged?.Invoke();
Dirty();
return true;
@@ -288,7 +296,7 @@ namespace Content.Server.GameObjects.Components.GUI
if (!ActionBlockerSystem.CanUnequip(Owner))
return false;
var InventorySlot = SlotContainers[slot];
var InventorySlot = _slotContainers[slot];
return InventorySlot.ContainedEntity != null && InventorySlot.CanRemove(InventorySlot.ContainedEntity);
}
@@ -307,7 +315,12 @@ namespace Content.Server.GameObjects.Components.GUI
}
Dirty();
return SlotContainers[slot] = ContainerManagerComponent.Create<ContainerSlot>(GetSlotString(slot), Owner);
_slotContainers[slot] = ContainerManagerComponent.Create<ContainerSlot>(GetSlotString(slot), Owner);
OnItemChanged?.Invoke();
return _slotContainers[slot];
}
/// <summary>
@@ -331,7 +344,10 @@ namespace Content.Server.GameObjects.Components.GUI
"Unable to remove slot as the contained clothing could not be dropped");
}
SlotContainers.Remove(slot);
_slotContainers.Remove(slot);
OnItemChanged?.Invoke();
Dirty();
}
@@ -342,7 +358,7 @@ namespace Content.Server.GameObjects.Components.GUI
/// <returns>True if the slot exists, false otherwise.</returns>
public bool HasSlot(Slots slot)
{
return SlotContainers.ContainsKey(slot);
return _slotContainers.ContainsKey(slot);
}
/// <summary>
@@ -354,7 +370,7 @@ namespace Content.Server.GameObjects.Components.GUI
// make sure this is one of our containers.
// Technically the correct way would be to enumerate the possible slot names
// comparing with this container, but I might as well put the dictionary to good use.
if (!(container is ContainerSlot slot) || !SlotContainers.ContainsValue(slot))
if (!(container is ContainerSlot slot) || !_slotContainers.ContainsValue(slot))
return;
if (entity.TryGetComponent(out ItemComponent itemComp))
@@ -362,6 +378,8 @@ namespace Content.Server.GameObjects.Components.GUI
itemComp.RemovedFromSlot();
}
OnItemChanged?.Invoke();
Dirty();
}
@@ -417,7 +435,7 @@ namespace Content.Server.GameObjects.Components.GUI
if (activeHand != null && GetSlotItem(msg.Inventoryslot) == null)
{
var canEquip = CanEquip(msg.Inventoryslot, activeHand, out var reason);
HoverEntity = new KeyValuePair<Slots, (EntityUid entity, bool fits)>(msg.Inventoryslot, (activeHand.Owner.Uid, canEquip));
_hoverEntity = new KeyValuePair<Slots, (EntityUid entity, bool fits)>(msg.Inventoryslot, (activeHand.Owner.Uid, canEquip));
Dirty();
}
@@ -476,7 +494,7 @@ namespace Content.Server.GameObjects.Components.GUI
public override ComponentState GetComponentState()
{
var list = new List<KeyValuePair<Slots, EntityUid>>();
foreach (var (slot, container) in SlotContainers)
foreach (var (slot, container) in _slotContainers)
{
if (container.ContainedEntity != null)
{
@@ -484,8 +502,8 @@ namespace Content.Server.GameObjects.Components.GUI
}
}
var hover = HoverEntity;
HoverEntity = null;
var hover = _hoverEntity;
_hoverEntity = null;
return new InventoryComponentState(list, hover);
}
@@ -497,7 +515,7 @@ namespace Content.Server.GameObjects.Components.GUI
return;
}
foreach (var slot in SlotContainers.Values.ToList())
foreach (var slot in _slotContainers.Values.ToList())
{
foreach (var entity in slot.ContainedEntities)
{

View File

@@ -0,0 +1,372 @@
using System;
using System.Collections.Generic;
using System.Threading;
using Content.Server.GameObjects.Components.Items.Storage;
using Content.Server.GameObjects.EntitySystems.DoAfter;
using Content.Server.Interfaces;
using Content.Shared.GameObjects.Components.GUI;
using Content.Shared.GameObjects.Components.Inventory;
using Content.Shared.GameObjects.EntitySystems;
using Content.Shared.Interfaces.GameObjects.Components;
using Robust.Server.GameObjects.Components.UserInterface;
using Robust.Server.Interfaces.GameObjects;
using Robust.Server.Interfaces.Player;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Log;
using Robust.Shared.ViewVariables;
using static Content.Shared.GameObjects.Components.Inventory.EquipmentSlotDefines;
namespace Content.Server.GameObjects.Components.GUI
{
[RegisterComponent]
public sealed class StrippableComponent : SharedStrippableComponent, IDragDrop
{
[Dependency] private IServerNotifyManager _notifyManager = default!;
public const float StripDelay = 2f;
[ViewVariables]
private BoundUserInterface _userInterface;
private InventoryComponent _inventoryComponent;
private HandsComponent _handsComponent;
public override void Initialize()
{
base.Initialize();
_userInterface = Owner.GetComponent<ServerUserInterfaceComponent>().GetBoundUserInterface(StrippingUiKey.Key);
_userInterface.OnReceiveMessage += HandleUserInterfaceMessage;
_inventoryComponent = Owner.GetComponent<InventoryComponent>();
_handsComponent = Owner.GetComponent<HandsComponent>();
_inventoryComponent.OnItemChanged += UpdateSubscribed;
// Initial update.
UpdateSubscribed();
}
private void UpdateSubscribed()
{
var inventory = GetInventorySlots();
var hands = GetHandSlots();
_userInterface.SetState(new StrippingBoundUserInterfaceState(inventory, hands));
}
public bool CanDragDrop(DragDropEventArgs eventArgs)
{
return eventArgs.User.HasComponent<HandsComponent>()
&& eventArgs.Target != eventArgs.Dropped && eventArgs.Target == eventArgs.User;
}
public bool DragDrop(DragDropEventArgs eventArgs)
{
if (!eventArgs.User.TryGetComponent(out IActorComponent actor)) return false;
OpenUserInterface(actor.playerSession);
return true;
}
private Dictionary<Slots, string> GetInventorySlots()
{
var dictionary = new Dictionary<Slots, string>();
foreach (var slot in _inventoryComponent.Slots)
{
dictionary[slot] = _inventoryComponent.GetSlotItem(slot)?.Owner.Name ?? "None";
}
return dictionary;
}
private Dictionary<string, string> GetHandSlots()
{
var dictionary = new Dictionary<string, string>();
foreach (var hand in _handsComponent.Hands)
{
dictionary[hand] = _handsComponent.GetItem(hand)?.Owner.Name ?? "None";
}
return dictionary;
}
private void OpenUserInterface(IPlayerSession session)
{
_userInterface.Open(session);
}
/// <summary>
/// Places item in user's active hand to an inventory slot.
/// </summary>
private async void PlaceActiveHandItemInInventory(IEntity user, Slots slot)
{
var inventory = Owner.GetComponent<InventoryComponent>();
var userHands = user.GetComponent<HandsComponent>();
var item = userHands.GetActiveHand;
bool Check()
{
if (!ActionBlockerSystem.CanInteract(user))
return false;
if (item == null)
{
_notifyManager.PopupMessageCursor(user, Loc.GetString("You aren't holding anything!"));
return false;
}
if (!userHands.CanDrop(userHands.ActiveHand!))
{
_notifyManager.PopupMessageCursor(user, Loc.GetString("You can't drop that!"));
return false;
}
if (!inventory.HasSlot(slot))
return false;
if (inventory.TryGetSlotItem(slot, out ItemComponent _))
{
_notifyManager.PopupMessageCursor(user, Loc.GetString("{0:They} already {0:have} something there!", Owner));
return false;
}
if (!inventory.CanEquip(slot, item))
{
_notifyManager.PopupMessageCursor(user, Loc.GetString("{0:They} cannot equip that there!", Owner));
return false;
}
return true;
}
var doAfterSystem = EntitySystem.Get<DoAfterSystem>();
var doAfterArgs = new DoAfterEventArgs(user, StripDelay, CancellationToken.None, Owner)
{
ExtraCheck = Check,
BreakOnStun = true,
BreakOnDamage = true,
BreakOnTargetMove = true,
BreakOnUserMove = true,
NeedHand = true,
};
var result = await doAfterSystem.DoAfter(doAfterArgs);
if (result != DoAfterStatus.Finished) return;
userHands.Drop(item!.Owner, false);
inventory.Equip(slot, item!.Owner);
UpdateSubscribed();
}
/// <summary>
/// Places item in user's active hand in one of the entity's hands.
/// </summary>
private async void PlaceActiveHandItemInHands(IEntity user, string hand)
{
var hands = Owner.GetComponent<HandsComponent>();
var userHands = user.GetComponent<HandsComponent>();
var item = userHands.GetActiveHand;
bool Check()
{
if (!ActionBlockerSystem.CanInteract(user))
return false;
if (item == null)
{
_notifyManager.PopupMessageCursor(user, Loc.GetString("You aren't holding anything!"));
return false;
}
if (!userHands.CanDrop(userHands.ActiveHand!))
{
_notifyManager.PopupMessageCursor(user, Loc.GetString("You can't drop that!"));
return false;
}
if (!hands.HasHand(hand))
return false;
if (hands.TryGetItem(hand, out var _))
{
_notifyManager.PopupMessageCursor(user, Loc.GetString("{0:They} already {0:have} something there!", Owner));
return false;
}
if (!hands.CanPutInHand(item, hand))
{
_notifyManager.PopupMessageCursor(user, Loc.GetString("{0:They} cannot put that there!", Owner));
return false;
}
return true;
}
var doAfterSystem = EntitySystem.Get<DoAfterSystem>();
var doAfterArgs = new DoAfterEventArgs(user, StripDelay, CancellationToken.None, Owner)
{
ExtraCheck = Check,
BreakOnStun = true,
BreakOnDamage = true,
BreakOnTargetMove = true,
BreakOnUserMove = true,
NeedHand = true,
};
var result = await doAfterSystem.DoAfter(doAfterArgs);
if (result != DoAfterStatus.Finished) return;
userHands.Drop(hand, false);
hands.PutInHand(item, hand, false);
UpdateSubscribed();
}
/// <summary>
/// Takes an item from the inventory and places it in the user's active hand.
/// </summary>
private async void TakeItemFromInventory(IEntity user, Slots slot)
{
var inventory = Owner.GetComponent<InventoryComponent>();
var userHands = user.GetComponent<HandsComponent>();
bool Check()
{
if (!ActionBlockerSystem.CanInteract(user))
return false;
if (!inventory.HasSlot(slot))
return false;
if (!inventory.TryGetSlotItem(slot, out ItemComponent itemToTake))
{
_notifyManager.PopupMessageCursor(user, Loc.GetString("{0:They} {0:have} nothing there!", Owner));
return false;
}
if (!inventory.CanUnequip(slot))
{
_notifyManager.PopupMessageCursor(user, Loc.GetString("{0:They} cannot unequip that!", Owner));
return false;
}
return true;
}
var doAfterSystem = EntitySystem.Get<DoAfterSystem>();
var doAfterArgs = new DoAfterEventArgs(user, StripDelay, CancellationToken.None, Owner)
{
ExtraCheck = Check,
BreakOnStun = true,
BreakOnDamage = true,
BreakOnTargetMove = true,
BreakOnUserMove = true,
};
var result = await doAfterSystem.DoAfter(doAfterArgs);
if (result != DoAfterStatus.Finished) return;
var item = inventory.GetSlotItem(slot);
inventory.Unequip(slot);
userHands.PutInHandOrDrop(item);
UpdateSubscribed();
}
/// <summary>
/// Takes an item from a hand and places it in the user's active hand.
/// </summary>
private async void TakeItemFromHands(IEntity user, string hand)
{
var hands = Owner.GetComponent<HandsComponent>();
var userHands = user.GetComponent<HandsComponent>();
bool Check()
{
if (!ActionBlockerSystem.CanInteract(user))
return false;
if (!hands.HasHand(hand))
return false;
if (!hands.TryGetItem(hand, out var heldItem))
{
_notifyManager.PopupMessageCursor(user, Loc.GetString("{0:They} {0:have} nothing there!", Owner));
return false;
}
if (!hands.CanDrop(hand))
{
_notifyManager.PopupMessageCursor(user, Loc.GetString("{0:They} cannot drop that!", Owner));
return false;
}
return true;
}
var doAfterSystem = EntitySystem.Get<DoAfterSystem>();
var doAfterArgs = new DoAfterEventArgs(user, StripDelay, CancellationToken.None, Owner)
{
ExtraCheck = Check,
BreakOnStun = true,
BreakOnDamage = true,
BreakOnTargetMove = true,
BreakOnUserMove = true,
};
var result = await doAfterSystem.DoAfter(doAfterArgs);
if (result != DoAfterStatus.Finished) return;
var item = hands.GetItem(hand);
hands.Drop(hand, false);
userHands.PutInHandOrDrop(item);
UpdateSubscribed();
}
private void HandleUserInterfaceMessage(ServerBoundUserInterfaceMessage obj)
{
var user = obj.Session.AttachedEntity;
if (user == null || !(user.TryGetComponent(out HandsComponent userHands))) return;
var placingItem = userHands.GetActiveHand != null;
switch (obj.Message)
{
case StrippingInventoryButtonPressed inventoryMessage:
var inventory = Owner.GetComponent<InventoryComponent>();
if (inventory.TryGetSlotItem(inventoryMessage.Slot, out ItemComponent _))
placingItem = false;
if(placingItem)
PlaceActiveHandItemInInventory(user, inventoryMessage.Slot);
else
TakeItemFromInventory(user, inventoryMessage.Slot);
break;
case StrippingHandButtonPressed handMessage:
var hands = Owner.GetComponent<HandsComponent>();
if (hands.TryGetItem(handMessage.Hand, out _))
placingItem = false;
if(placingItem)
PlaceActiveHandItemInHands(user, handMessage.Hand);
else
TakeItemFromHands(user, handMessage.Hand);
break;
default:
break;
}
}
}
}