Stripping (#1668)
* 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>
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Content.Server/GameObjects/Components/GUI/StrippableComponent.cs
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372
Content.Server/GameObjects/Components/GUI/StrippableComponent.cs
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using System;
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using System.Collections.Generic;
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using System.Threading;
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using Content.Server.GameObjects.Components.Items.Storage;
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using Content.Server.GameObjects.EntitySystems.DoAfter;
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using Content.Server.Interfaces;
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using Content.Shared.GameObjects.Components.GUI;
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using Content.Shared.GameObjects.Components.Inventory;
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using Content.Shared.GameObjects.EntitySystems;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Robust.Server.GameObjects.Components.UserInterface;
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using Robust.Server.Interfaces.GameObjects;
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using Robust.Server.Interfaces.Player;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Log;
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using Robust.Shared.ViewVariables;
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using static Content.Shared.GameObjects.Components.Inventory.EquipmentSlotDefines;
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namespace Content.Server.GameObjects.Components.GUI
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{
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[RegisterComponent]
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public sealed class StrippableComponent : SharedStrippableComponent, IDragDrop
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{
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[Dependency] private IServerNotifyManager _notifyManager = default!;
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public const float StripDelay = 2f;
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[ViewVariables]
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private BoundUserInterface _userInterface;
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private InventoryComponent _inventoryComponent;
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private HandsComponent _handsComponent;
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public override void Initialize()
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{
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base.Initialize();
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_userInterface = Owner.GetComponent<ServerUserInterfaceComponent>().GetBoundUserInterface(StrippingUiKey.Key);
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_userInterface.OnReceiveMessage += HandleUserInterfaceMessage;
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_inventoryComponent = Owner.GetComponent<InventoryComponent>();
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_handsComponent = Owner.GetComponent<HandsComponent>();
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_inventoryComponent.OnItemChanged += UpdateSubscribed;
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// Initial update.
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UpdateSubscribed();
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}
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private void UpdateSubscribed()
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{
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var inventory = GetInventorySlots();
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var hands = GetHandSlots();
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_userInterface.SetState(new StrippingBoundUserInterfaceState(inventory, hands));
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}
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public bool CanDragDrop(DragDropEventArgs eventArgs)
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{
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return eventArgs.User.HasComponent<HandsComponent>()
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&& eventArgs.Target != eventArgs.Dropped && eventArgs.Target == eventArgs.User;
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}
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public bool DragDrop(DragDropEventArgs eventArgs)
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{
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if (!eventArgs.User.TryGetComponent(out IActorComponent actor)) return false;
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OpenUserInterface(actor.playerSession);
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return true;
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}
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private Dictionary<Slots, string> GetInventorySlots()
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{
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var dictionary = new Dictionary<Slots, string>();
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foreach (var slot in _inventoryComponent.Slots)
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{
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dictionary[slot] = _inventoryComponent.GetSlotItem(slot)?.Owner.Name ?? "None";
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}
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return dictionary;
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}
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private Dictionary<string, string> GetHandSlots()
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{
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var dictionary = new Dictionary<string, string>();
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foreach (var hand in _handsComponent.Hands)
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{
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dictionary[hand] = _handsComponent.GetItem(hand)?.Owner.Name ?? "None";
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}
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return dictionary;
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}
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private void OpenUserInterface(IPlayerSession session)
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{
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_userInterface.Open(session);
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}
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/// <summary>
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/// Places item in user's active hand to an inventory slot.
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/// </summary>
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private async void PlaceActiveHandItemInInventory(IEntity user, Slots slot)
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{
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var inventory = Owner.GetComponent<InventoryComponent>();
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var userHands = user.GetComponent<HandsComponent>();
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var item = userHands.GetActiveHand;
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bool Check()
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{
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if (!ActionBlockerSystem.CanInteract(user))
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return false;
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if (item == null)
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{
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_notifyManager.PopupMessageCursor(user, Loc.GetString("You aren't holding anything!"));
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return false;
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}
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if (!userHands.CanDrop(userHands.ActiveHand!))
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{
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_notifyManager.PopupMessageCursor(user, Loc.GetString("You can't drop that!"));
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return false;
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}
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if (!inventory.HasSlot(slot))
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return false;
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if (inventory.TryGetSlotItem(slot, out ItemComponent _))
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{
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_notifyManager.PopupMessageCursor(user, Loc.GetString("{0:They} already {0:have} something there!", Owner));
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return false;
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}
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if (!inventory.CanEquip(slot, item))
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{
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_notifyManager.PopupMessageCursor(user, Loc.GetString("{0:They} cannot equip that there!", Owner));
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return false;
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}
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return true;
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}
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var doAfterSystem = EntitySystem.Get<DoAfterSystem>();
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var doAfterArgs = new DoAfterEventArgs(user, StripDelay, CancellationToken.None, Owner)
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{
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ExtraCheck = Check,
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BreakOnStun = true,
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BreakOnDamage = true,
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BreakOnTargetMove = true,
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BreakOnUserMove = true,
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NeedHand = true,
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};
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var result = await doAfterSystem.DoAfter(doAfterArgs);
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if (result != DoAfterStatus.Finished) return;
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userHands.Drop(item!.Owner, false);
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inventory.Equip(slot, item!.Owner);
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UpdateSubscribed();
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}
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/// <summary>
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/// Places item in user's active hand in one of the entity's hands.
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/// </summary>
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private async void PlaceActiveHandItemInHands(IEntity user, string hand)
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{
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var hands = Owner.GetComponent<HandsComponent>();
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var userHands = user.GetComponent<HandsComponent>();
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var item = userHands.GetActiveHand;
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bool Check()
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{
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if (!ActionBlockerSystem.CanInteract(user))
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return false;
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if (item == null)
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{
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_notifyManager.PopupMessageCursor(user, Loc.GetString("You aren't holding anything!"));
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return false;
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}
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if (!userHands.CanDrop(userHands.ActiveHand!))
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{
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_notifyManager.PopupMessageCursor(user, Loc.GetString("You can't drop that!"));
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return false;
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}
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if (!hands.HasHand(hand))
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return false;
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if (hands.TryGetItem(hand, out var _))
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{
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_notifyManager.PopupMessageCursor(user, Loc.GetString("{0:They} already {0:have} something there!", Owner));
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return false;
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}
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if (!hands.CanPutInHand(item, hand))
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{
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_notifyManager.PopupMessageCursor(user, Loc.GetString("{0:They} cannot put that there!", Owner));
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return false;
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}
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return true;
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}
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var doAfterSystem = EntitySystem.Get<DoAfterSystem>();
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var doAfterArgs = new DoAfterEventArgs(user, StripDelay, CancellationToken.None, Owner)
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{
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ExtraCheck = Check,
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BreakOnStun = true,
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BreakOnDamage = true,
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BreakOnTargetMove = true,
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BreakOnUserMove = true,
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NeedHand = true,
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};
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var result = await doAfterSystem.DoAfter(doAfterArgs);
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if (result != DoAfterStatus.Finished) return;
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userHands.Drop(hand, false);
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hands.PutInHand(item, hand, false);
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UpdateSubscribed();
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}
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/// <summary>
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/// Takes an item from the inventory and places it in the user's active hand.
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/// </summary>
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private async void TakeItemFromInventory(IEntity user, Slots slot)
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{
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var inventory = Owner.GetComponent<InventoryComponent>();
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var userHands = user.GetComponent<HandsComponent>();
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bool Check()
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{
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if (!ActionBlockerSystem.CanInteract(user))
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return false;
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if (!inventory.HasSlot(slot))
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return false;
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if (!inventory.TryGetSlotItem(slot, out ItemComponent itemToTake))
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{
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_notifyManager.PopupMessageCursor(user, Loc.GetString("{0:They} {0:have} nothing there!", Owner));
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return false;
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}
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if (!inventory.CanUnequip(slot))
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{
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_notifyManager.PopupMessageCursor(user, Loc.GetString("{0:They} cannot unequip that!", Owner));
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return false;
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}
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return true;
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}
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var doAfterSystem = EntitySystem.Get<DoAfterSystem>();
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var doAfterArgs = new DoAfterEventArgs(user, StripDelay, CancellationToken.None, Owner)
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{
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ExtraCheck = Check,
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BreakOnStun = true,
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BreakOnDamage = true,
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BreakOnTargetMove = true,
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BreakOnUserMove = true,
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};
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var result = await doAfterSystem.DoAfter(doAfterArgs);
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if (result != DoAfterStatus.Finished) return;
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var item = inventory.GetSlotItem(slot);
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inventory.Unequip(slot);
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userHands.PutInHandOrDrop(item);
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UpdateSubscribed();
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}
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/// <summary>
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/// Takes an item from a hand and places it in the user's active hand.
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/// </summary>
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private async void TakeItemFromHands(IEntity user, string hand)
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{
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var hands = Owner.GetComponent<HandsComponent>();
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var userHands = user.GetComponent<HandsComponent>();
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bool Check()
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{
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if (!ActionBlockerSystem.CanInteract(user))
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return false;
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if (!hands.HasHand(hand))
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return false;
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if (!hands.TryGetItem(hand, out var heldItem))
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{
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_notifyManager.PopupMessageCursor(user, Loc.GetString("{0:They} {0:have} nothing there!", Owner));
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return false;
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}
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if (!hands.CanDrop(hand))
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{
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_notifyManager.PopupMessageCursor(user, Loc.GetString("{0:They} cannot drop that!", Owner));
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return false;
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}
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return true;
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}
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var doAfterSystem = EntitySystem.Get<DoAfterSystem>();
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var doAfterArgs = new DoAfterEventArgs(user, StripDelay, CancellationToken.None, Owner)
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{
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ExtraCheck = Check,
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BreakOnStun = true,
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BreakOnDamage = true,
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BreakOnTargetMove = true,
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BreakOnUserMove = true,
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};
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var result = await doAfterSystem.DoAfter(doAfterArgs);
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if (result != DoAfterStatus.Finished) return;
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var item = hands.GetItem(hand);
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hands.Drop(hand, false);
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userHands.PutInHandOrDrop(item);
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UpdateSubscribed();
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}
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private void HandleUserInterfaceMessage(ServerBoundUserInterfaceMessage obj)
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{
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var user = obj.Session.AttachedEntity;
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if (user == null || !(user.TryGetComponent(out HandsComponent userHands))) return;
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var placingItem = userHands.GetActiveHand != null;
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switch (obj.Message)
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{
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case StrippingInventoryButtonPressed inventoryMessage:
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var inventory = Owner.GetComponent<InventoryComponent>();
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if (inventory.TryGetSlotItem(inventoryMessage.Slot, out ItemComponent _))
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placingItem = false;
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if(placingItem)
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PlaceActiveHandItemInInventory(user, inventoryMessage.Slot);
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else
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TakeItemFromInventory(user, inventoryMessage.Slot);
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break;
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case StrippingHandButtonPressed handMessage:
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var hands = Owner.GetComponent<HandsComponent>();
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if (hands.TryGetItem(handMessage.Hand, out _))
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placingItem = false;
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if(placingItem)
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PlaceActiveHandItemInHands(user, handMessage.Hand);
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else
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TakeItemFromHands(user, handMessage.Hand);
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break;
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default:
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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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