Adds mobCheck to a bunch of inventory/hands methods (#1704)
* Adds mobCheck to a bunch of inventory/hands methods, fix not being able to strip dead bodies * Address review
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@@ -173,9 +173,10 @@ namespace Content.Server.GameObjects.Components.GUI
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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="item">The item to insert into the slot.</param>
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/// <param name="mobCheck">Whether to perform an ActionBlocker check to the entity.</param>
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/// <param name="reason">The translated reason why the item cannot be equipped, if this function returns false. Can be null.</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, ItemComponent item, out string reason)
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public bool Equip(Slots slot, ItemComponent item, bool mobCheck, out string reason)
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{
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if (item == null)
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{
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@@ -183,7 +184,7 @@ namespace Content.Server.GameObjects.Components.GUI
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"Clothing must be passed here. To remove some clothing from a slot, use Unequip()");
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}
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if (!CanEquip(slot, item, out reason))
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if (!CanEquip(slot, item, mobCheck, out reason))
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{
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return false;
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}
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@@ -203,9 +204,9 @@ namespace Content.Server.GameObjects.Components.GUI
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return true;
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}
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public bool Equip(Slots slot, ItemComponent item) => Equip(slot, item, out var _);
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public bool Equip(Slots slot, ItemComponent item, bool mobCheck = true) => Equip(slot, item, mobCheck, out var _);
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public bool Equip(Slots slot, IEntity entity) => Equip(slot, entity.GetComponent<ItemComponent>());
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public bool Equip(Slots slot, IEntity entity, bool mobCheck = true) => Equip(slot, entity.GetComponent<ItemComponent>(), mobCheck);
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/// <summary>
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/// Checks whether an item can be put in the specified slot.
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@@ -214,12 +215,12 @@ namespace Content.Server.GameObjects.Components.GUI
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/// <param name="item">The item to check for.</param>
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/// <param name="reason">The translated reason why the item cannot be equiped, if this function returns false. Can be null.</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, ItemComponent item, out string reason)
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public bool CanEquip(Slots slot, ItemComponent item, bool mobCheck, out string reason)
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{
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var pass = false;
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reason = null;
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if (!ActionBlockerSystem.CanEquip(Owner))
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if (mobCheck && !ActionBlockerSystem.CanEquip(Owner))
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return false;
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if (item is ClothingComponent clothing)
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@@ -248,18 +249,19 @@ namespace Content.Server.GameObjects.Components.GUI
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return pass && _slotContainers[slot].CanInsert(item.Owner);
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}
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public bool CanEquip(Slots slot, ItemComponent item) => CanEquip(slot, item, out var _);
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public bool CanEquip(Slots slot, ItemComponent item, bool mobCheck = true) => CanEquip(slot, item, mobCheck, out var _);
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public bool CanEquip(Slots slot, IEntity entity) => CanEquip(slot, entity.GetComponent<ItemComponent>());
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public bool CanEquip(Slots slot, IEntity entity, bool mobCheck = true) => CanEquip(slot, entity.GetComponent<ItemComponent>(), mobCheck);
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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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/// <param name="mobCheck">Whether to perform an ActionBlocker check to the entity.</param>
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public bool Unequip(Slots slot, bool mobCheck = true)
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{
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if (!CanUnequip(slot))
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if (!CanUnequip(slot, mobCheck))
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{
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return false;
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}
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@@ -288,16 +290,17 @@ namespace Content.Server.GameObjects.Components.GUI
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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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/// <param name="mobCheck">Whether to perform an ActionBlocker check to the entity.</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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public bool CanUnequip(Slots slot, bool mobCheck = true)
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{
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if (!ActionBlockerSystem.CanUnequip(Owner))
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if (mobCheck && !ActionBlockerSystem.CanUnequip(Owner))
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return false;
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var InventorySlot = _slotContainers[slot];
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return InventorySlot.ContainedEntity != null && InventorySlot.CanRemove(InventorySlot.ContainedEntity);
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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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@@ -398,7 +401,7 @@ namespace Content.Server.GameObjects.Components.GUI
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if (activeHand != null && activeHand.Owner.TryGetComponent(out ItemComponent clothing))
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{
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hands.Drop(hands.ActiveHand);
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if (!Equip(msg.Inventoryslot, clothing, out var reason))
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if (!Equip(msg.Inventoryslot, clothing, true, out var reason))
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{
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hands.PutInHand(clothing);
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@@ -434,7 +437,7 @@ namespace Content.Server.GameObjects.Components.GUI
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var activeHand = hands.GetActiveHand;
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if (activeHand != null && GetSlotItem(msg.Inventoryslot) == null)
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{
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var canEquip = CanEquip(msg.Inventoryslot, activeHand, out var reason);
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var canEquip = CanEquip(msg.Inventoryslot, activeHand, true, out var reason);
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_hoverEntity = new KeyValuePair<Slots, (EntityUid entity, bool fits)>(msg.Inventoryslot, (activeHand.Owner.Uid, canEquip));
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Dirty();
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