Inventories WiP
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using SS14.Shared.Interfaces.GameObjects;
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using System.Collections.Generic;
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namespace Content.Server.Interfaces.GameObjects
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{
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public interface IHandsComponent : IComponent
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{
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/// <summary>
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/// The hand index of the currently active hand.
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/// </summary>
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string ActiveIndex { get; }
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/// <summary>
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/// Enumerates over every held item.
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/// </summary>
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IEnumerable<IItemComponent> GetAllHands();
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/// <summary>
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/// Gets the item held by a hand.
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/// </summary>
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/// <param name="index">The index of the hand to get.</param>
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/// <returns>The item in the held, null if no item is held</returns>
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IItemComponent GetHand(string index);
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/// <summary>
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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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/// <returns>True if the item was inserted, false otherwise.</returns>
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bool PutInHand(IItemComponent item);
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/// <summary>
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/// Puts an item into a specific hand.
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/// </summary>
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/// <param name="item">The item to put in the hand.</param>
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/// <param name="index">The index 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(IItemComponent)" />
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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(IItemComponent item, string index, bool fallback=true);
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/// <summary>
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/// Drops an item on the ground, removing it from the hand.
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/// </summary>
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/// <param name="index">The hand to drop from.</param>
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/// <returns>True if an item was successfully dropped, false otherwise.</returns>
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bool Drop(string index);
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}
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}
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using SS14.Server.Interfaces.GameObjects;
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using SS14.Shared.Interfaces.GameObjects;
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using System;
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namespace Content.Server.Interfaces.GameObjects
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{
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public interface IInventoryComponent : IComponent
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{
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/// <summary>
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/// Gets the item in the specified slot.
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/// </summary>
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/// <param name="slot">The slot to get the item for.</param>
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/// <returns>Null if the slot is empty, otherwise the item.</returns>
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IItemComponent Get(string slot);
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/// <summary>
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/// Gets the slot with specified name.
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/// This gets the slot, NOT the item contained therein.
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/// </summary>
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/// <param name="slot">The name of the slot to get.</param>
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IInventorySlot GetSlot(string slot);
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/// <summary>
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/// Puts an item in a slot.
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/// </summary>
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/// <remarks>
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/// This will fail if there is already an item in the specified slot.
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/// </remarks>
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/// <param name="slot">The slot to put the item in.</param>
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/// <param name="item">The item to insert into the slot.</param>
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/// <returns>True if the item was successfully inserted, false otherwise.</returns>
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bool PutInSlot(string slot, IItemComponent item);
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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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bool DropSlot(string slot);
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/// <summary>
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/// Adds a new slot to this inventory component.
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/// </summary>
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/// <param name="slot">The name of the slot to add.</param>
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/// <exception cref="InvalidOperationException">
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/// Thrown if the slot with specified name already exists.
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/// </exception>
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void AddSlot(string slot);
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/// <summary>
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/// Removes a slot from this inventory component.
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/// </summary>
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/// <remarks>
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/// If the slot contains an item, the item is dropped.
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/// </remarks>
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/// <param name="slot">The name of the slot to remove.</param>
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void RemoveSlot(string slot);
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/// <summary>
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///
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/// </summary>
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/// <param name="slot"></param>
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/// <returns></returns>
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bool HasSlot(string slot);
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}
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public interface IInventorySlot
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{
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/// <summary>
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/// The name of the slot.
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/// </summary>
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string Name { get; }
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/// <summary>
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/// The item contained in the slot, can be null.
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/// </summary>
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IItemComponent Item { get; }
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/// <summary>
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/// The component owning us.
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/// </summary>
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IInventoryComponent Owner { get; }
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}
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}
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@@ -0,0 +1,22 @@
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using SS14.Shared.Interfaces.GameObjects;
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namespace Content.Server.Interfaces.GameObjects
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{
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public interface IItemComponent : IComponent
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{
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/// <summary>
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/// The inventory slot this item is stored in, if any.
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/// </summary>
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IInventorySlot ContainingSlot { get; }
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/// <summary>
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/// Called when the item is removed from its inventory slot.
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/// </summary>
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void RemovedFromSlot();
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/// <summary>
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/// Called when the item is inserted into a new inventory slot.
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/// </summary>
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void EquippedToSlot(IInventorySlot slot);
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}
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}
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