Inventories WiP
This commit is contained in:
@@ -56,6 +56,12 @@
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<Compile Include="EntryPoint.cs" />
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<Compile Include="EntryPoint.cs" />
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<Compile Include="Interfaces\GameObjects\Components\Items\IHandsComponent.cs" />
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<Compile Include="Interfaces\GameObjects\Components\Items\IInventoryComponent.cs" />
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<Compile Include="Interfaces\GameObjects\Components\Items\IItemComponent.cs" />
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<Compile Include="GameObjects\Components\Items\HandsComponent.cs" />
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<Compile Include="GameObjects\Components\Items\InventoryComponent.cs" />
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<Compile Include="GameObjects\Components\Items\ItemComponent.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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@@ -0,0 +1,11 @@
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using SS14.Shared.GameObjects;
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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 class HandsComponent : Component, IHandsComponent
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{
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public override string Name => "Hands";
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}
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}
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@@ -0,0 +1,105 @@
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using Content.Server.Interfaces.GameObjects;
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using SS14.Server.GameObjects;
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using SS14.Server.Interfaces.GameObjects;
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using SS14.Shared.GameObjects;
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using SS14.Shared.Interfaces.GameObjects;
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using System;
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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 class InventoryComponent : Component, IInventoryComponent
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{
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public override string Name => "Inventory";
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private Dictionary<string, InventorySlot> slots = new Dictionary<string, InventorySlot>();
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private TransformComponent transform;
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// TODO: Make this container unique per-slot.
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private IContainer container;
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public override void Initialize()
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{
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transform = Owner.GetComponent<TransformComponent>();
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base.Initialize();
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}
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public override void OnRemove()
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{
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transform = null;
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base.OnRemove();
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}
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public IItemComponent Get(string slot)
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{
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return _GetSlot(slot).Item;
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}
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public IInventorySlot GetSlot(string slot)
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{
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return slots[slot];
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}
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// Private version that returns our concrete implementation.
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private InventorySlot _GetSlot(string slot)
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{
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return slots[slot];
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}
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public bool PutInSlot(string slot, IItemComponent item)
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{
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var inventorySlot = _GetSlot(slot);
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if (inventorySlot.Item != null)
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{
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return false;
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}
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inventorySlot.Item = item;
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item.EquippedToSlot(inventorySlot);
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return true;
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}
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public bool DropSlot(string slot)
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{
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var inventorySlot = _GetSlot(slot);
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var item = inventorySlot.Item;
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if (item == null || !container.Remove(item.Owner))
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{
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return false;
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}
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item.RemovedFromSlot();
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inventorySlot.Item = null;
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// TODO: The item should be dropped to the container our owner is in, if any.
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var itemTransform = item.Owner.GetComponent<TransformComponent>();
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itemTransform.LocalPosition = transform.LocalPosition;
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return true;
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}
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public void AddSlot(string slot)
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{
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if (slots.ContainsKey(slot))
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{
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}
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}
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public void RemoveSlot(string slot)
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{
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throw new NotImplementedException();
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}
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private class InventorySlot : IInventorySlot
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{
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public IItemComponent Item { get; set; }
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public string Name { get; }
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public IInventoryComponent Owner { get; }
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public InventorySlot(string name, IInventoryComponent owner)
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{
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Name = name;
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Owner = owner;
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}
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}
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}
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}
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35
Content.Server/GameObjects/Components/Items/ItemComponent.cs
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35
Content.Server/GameObjects/Components/Items/ItemComponent.cs
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@@ -0,0 +1,35 @@
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using Content.Server.Interfaces.GameObjects;
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using SS14.Shared.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 class ItemComponent : Component, IItemComponent
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{
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public override string Name => "Item";
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/// <inheritdoc />
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public IInventorySlot ContainingSlot { get; private set; }
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public void RemovedFromSlot()
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{
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if (ContainingSlot == null)
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{
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throw new InvalidOperationException("Item is not in a slot.");
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}
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ContainingSlot = null;
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}
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public void EquippedToSlot(IInventorySlot slot)
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{
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if (ContainingSlot != null)
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{
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throw new InvalidOperationException("Item is already in a slot.");
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}
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ContainingSlot = slot;
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}
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}
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}
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@@ -0,0 +1,50 @@
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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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@@ -0,0 +1,84 @@
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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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