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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@@ -11,6 +11,7 @@ using Content.Server.Interfaces.GameObjects.Components.Interaction;
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using Content.Server.Interfaces.GameObjects.Components.Items;
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using Content.Shared.GameObjects.Components.Items;
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using Content.Shared.GameObjects.Components.Mobs;
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using Content.Shared.GameObjects.EntitySystems;
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using Content.Shared.Health.BodySystem;
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using Content.Shared.Physics;
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using Robust.Server.GameObjects;
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@@ -140,11 +141,11 @@ namespace Content.Server.GameObjects.Components.GUI
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}
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}
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public bool PutInHand(ItemComponent item)
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public bool PutInHand(ItemComponent item, bool mobCheck = true)
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{
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foreach (var hand in ActivePriorityEnumerable())
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{
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if (PutInHand(item, hand, false))
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if (PutInHand(item, hand, false, mobCheck))
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{
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OnItemChanged?.Invoke();
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@@ -155,10 +156,10 @@ namespace Content.Server.GameObjects.Components.GUI
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return false;
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}
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public bool PutInHand(ItemComponent item, string index, bool fallback = true)
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public bool PutInHand(ItemComponent item, string index, bool fallback = true, bool mobChecks = true)
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{
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var hand = GetHand(index);
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if (!CanPutInHand(item, index) || hand == null)
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if (!CanPutInHand(item, index, mobChecks) || hand == null)
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{
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return fallback && PutInHand(item);
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}
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@@ -176,19 +177,23 @@ namespace Content.Server.GameObjects.Components.GUI
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return success;
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}
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public void PutInHandOrDrop(ItemComponent item)
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public void PutInHandOrDrop(ItemComponent item, bool mobCheck = true)
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{
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if (!PutInHand(item))
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if (!PutInHand(item, mobCheck))
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{
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item.Owner.Transform.GridPosition = Owner.Transform.GridPosition;
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}
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}
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public bool CanPutInHand(ItemComponent item)
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public bool CanPutInHand(ItemComponent item, bool mobCheck = true)
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{
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if (mobCheck && !ActionBlockerSystem.CanPickup(Owner))
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return false;
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foreach (var handName in ActivePriorityEnumerable())
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{
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if (CanPutInHand(item, handName))
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// We already did a mobCheck, so let's not waste cycles.
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if (CanPutInHand(item, handName, false))
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{
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return true;
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}
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@@ -197,8 +202,11 @@ namespace Content.Server.GameObjects.Components.GUI
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return false;
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}
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public bool CanPutInHand(ItemComponent item, string index)
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public bool CanPutInHand(ItemComponent item, string index, bool mobCheck = true)
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{
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if (mobCheck && !ActionBlockerSystem.CanPickup(Owner))
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return false;
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return GetHand(index)?.Container.CanInsert(item.Owner) == true;
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}
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@@ -284,17 +292,17 @@ namespace Content.Server.GameObjects.Components.GUI
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return Drop(slot, coords, doMobChecks);
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}
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public bool Drop(string slot, bool doMobChecks = true)
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public bool Drop(string slot, bool mobChecks = true)
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{
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var hand = GetHand(slot);
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if (!CanDrop(slot) || hand?.Entity == null)
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if (!CanDrop(slot, mobChecks) || hand?.Entity == null)
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{
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return false;
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}
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var item = hand.Entity.GetComponent<ItemComponent>();
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if (!DroppedInteraction(item, doMobChecks))
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if (!DroppedInteraction(item, mobChecks))
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return false;
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if (!hand.Container.Remove(hand.Entity))
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@@ -321,7 +329,7 @@ namespace Content.Server.GameObjects.Components.GUI
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return true;
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}
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public bool Drop(IEntity entity, bool doMobChecks = true)
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public bool Drop(IEntity entity, bool mobChecks = true)
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{
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if (entity == null)
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{
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@@ -333,7 +341,7 @@ namespace Content.Server.GameObjects.Components.GUI
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throw new ArgumentException("Entity must be held in one of our hands.", nameof(entity));
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}
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return Drop(slot, doMobChecks);
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return Drop(slot, mobChecks);
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}
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public bool Drop(string slot, BaseContainer targetContainer, bool doMobChecks = true)
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@@ -409,13 +417,15 @@ namespace Content.Server.GameObjects.Components.GUI
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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 CanDrop(string name)
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public bool CanDrop(string name, bool mobCheck = true)
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{
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var hand = GetHand(name);
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if (hand?.Entity == null)
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{
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if (mobCheck && !ActionBlockerSystem.CanDrop(Owner))
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return false;
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if (hand?.Entity == null)
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return false;
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}
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return hand.Container.CanRemove(hand.Entity);
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}
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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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@@ -137,7 +137,7 @@ namespace Content.Server.GameObjects.Components.GUI
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return false;
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}
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if (!inventory.CanEquip(slot, item))
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if (!inventory.CanEquip(slot, item, false))
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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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@@ -162,7 +162,7 @@ namespace Content.Server.GameObjects.Components.GUI
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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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inventory.Equip(slot, item!.Owner, false);
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UpdateSubscribed();
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}
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@@ -202,7 +202,7 @@ namespace Content.Server.GameObjects.Components.GUI
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return false;
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}
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if (!hands.CanPutInHand(item, hand))
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if (!hands.CanPutInHand(item, hand, false))
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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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@@ -227,7 +227,7 @@ namespace Content.Server.GameObjects.Components.GUI
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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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hands.PutInHand(item!, hand, false, false);
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UpdateSubscribed();
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}
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@@ -253,7 +253,7 @@ namespace Content.Server.GameObjects.Components.GUI
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return false;
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}
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if (!inventory.CanUnequip(slot))
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if (!inventory.CanUnequip(slot, false))
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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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@@ -277,7 +277,7 @@ namespace Content.Server.GameObjects.Components.GUI
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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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inventory.Unequip(slot, false);
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userHands.PutInHandOrDrop(item);
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UpdateSubscribed();
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}
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@@ -304,7 +304,7 @@ namespace Content.Server.GameObjects.Components.GUI
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return false;
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}
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if (!hands.CanDrop(hand))
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if (!hands.CanDrop(hand, false))
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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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@@ -329,7 +329,7 @@ namespace Content.Server.GameObjects.Components.GUI
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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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userHands.PutInHandOrDrop(item!);
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UpdateSubscribed();
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}
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@@ -364,8 +364,6 @@ namespace Content.Server.GameObjects.Components.GUI
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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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@@ -112,7 +112,7 @@ namespace Content.Server.GameObjects.Components.Items.Clothing
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private bool TryEquip(InventoryComponent inv, Slots slot, IEntity user)
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{
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if (!inv.Equip(slot, this, out var reason))
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if (!inv.Equip(slot, this, true, out var reason))
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{
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if (reason != null)
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_serverNotifyManager.PopupMessage(Owner, user, reason);
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@@ -61,8 +61,9 @@ namespace Content.Server.Interfaces.GameObjects.Components.Items
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/// Puts an item into any empty hand, preferring the active hand.
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/// </summary>
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/// <param name="item">The item to put in a hand.</param>
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/// <param name="mobCheck">Whether to perform an ActionBlocker check to the entity.</param>
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/// <returns>True if the item was inserted, false otherwise.</returns>
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bool PutInHand(ItemComponent item);
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bool PutInHand(ItemComponent item, bool mobCheck = true);
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/// <summary>
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/// Puts an item into a specific hand.
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@@ -71,24 +72,27 @@ namespace Content.Server.Interfaces.GameObjects.Components.Items
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/// <param name="index">The name of the hand to put the item into.</param>
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/// <param name="fallback">
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/// If true and the provided hand is full, the method will fall back to <see cref="PutInHand(ItemComponent)" />
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/// <param name="mobCheck">Whether to perform an ActionBlocker check to the entity.</param>
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/// </param>
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/// <returns>True if the item was inserted into a hand, false otherwise.</returns>
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bool PutInHand(ItemComponent item, string index, bool fallback=true);
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bool PutInHand(ItemComponent item, string index, bool fallback=true, bool mobCheck = true);
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/// <summary>
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/// Checks to see if an item can be put in any hand.
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/// </summary>
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/// <param name="item">The item 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>True if the item can be inserted, false otherwise.</returns>
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bool CanPutInHand(ItemComponent item);
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bool CanPutInHand(ItemComponent item, bool mobCheck = true);
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/// <summary>
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/// Checks to see if an item can be put in the specified hand.
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/// </summary>
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/// <param name="item">The item to check for.</param>
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/// <param name="index">The name for the hand 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>True if the item can be inserted, false otherwise.</returns>
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bool CanPutInHand(ItemComponent item, string index);
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bool CanPutInHand(ItemComponent item, string index, bool mobCheck = true);
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/// <summary>
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/// Finds the hand slot holding the specified entity, if any.
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@@ -107,15 +111,15 @@ namespace Content.Server.Interfaces.GameObjects.Components.Items
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/// Drops the item contained in the slot to the same position as our entity.
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/// </summary>
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/// <param name="slot">The slot of which to drop to drop the item.</param>
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/// <param name="doMobChecks">Whether to check the <see cref="ActionBlockerSystem.CanDrop()"/> for the mob or not.</param>
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/// <param name="mobChecks">Whether to check the <see cref="ActionBlockerSystem.CanDrop()"/> for the mob or not.</param>
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/// <returns>True on success, false if something blocked the drop.</returns>
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bool Drop(string slot, bool doMobChecks = true);
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bool Drop(string slot, bool mobChecks = true);
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/// <summary>
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/// Drops an item held by one of our hand slots to the same position as our owning entity.
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/// </summary>
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/// <param name="entity">The item to drop.</param>
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/// <param name="doMobChecks">Whether to check the <see cref="ActionBlockerSystem.CanDrop()"/> for the mob or not.</param>
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/// <param name="mobChecks">Whether to check the <see cref="ActionBlockerSystem.CanDrop()"/> for the mob or not.</param>
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/// <returns>True on success, false if something blocked the drop.</returns>
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/// <exception cref="ArgumentNullException">
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/// Thrown if <see cref="entity"/> is null.
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@@ -123,7 +127,7 @@ namespace Content.Server.Interfaces.GameObjects.Components.Items
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/// <exception cref="ArgumentException">
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/// Thrown if <see cref="entity"/> is not actually held in any hand.
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/// </exception>
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bool Drop(IEntity entity, bool doMobChecks = true);
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bool Drop(IEntity entity, bool mobChecks = true);
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/// <summary>
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/// Drops the item in a slot.
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@@ -194,10 +198,11 @@ namespace Content.Server.Interfaces.GameObjects.Components.Items
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/// Checks whether the item in the specified hand can be dropped.
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/// </summary>
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/// <param name="name">The hand 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 the item can be dropped, false if the hand is empty or the item in the hand cannot be dropped.
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/// </returns>
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bool CanDrop(string name);
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bool CanDrop(string name, bool mobCheck = true);
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/// <summary>
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/// Adds a new hand to this hands component.
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