Inventories WiP
This commit is contained in:
@@ -56,6 +56,12 @@
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Compile Include="EntryPoint.cs" />
|
||||
<Compile Include="Interfaces\GameObjects\Components\Items\IHandsComponent.cs" />
|
||||
<Compile Include="Interfaces\GameObjects\Components\Items\IInventoryComponent.cs" />
|
||||
<Compile Include="Interfaces\GameObjects\Components\Items\IItemComponent.cs" />
|
||||
<Compile Include="GameObjects\Components\Items\HandsComponent.cs" />
|
||||
<Compile Include="GameObjects\Components\Items\InventoryComponent.cs" />
|
||||
<Compile Include="GameObjects\Components\Items\ItemComponent.cs" />
|
||||
<Compile Include="Properties\AssemblyInfo.cs" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
|
||||
@@ -0,0 +1,11 @@
|
||||
using SS14.Shared.GameObjects;
|
||||
using SS14.Shared.Interfaces.GameObjects;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Content.Server.Interfaces.GameObjects
|
||||
{
|
||||
public class HandsComponent : Component, IHandsComponent
|
||||
{
|
||||
public override string Name => "Hands";
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,105 @@
|
||||
using Content.Server.Interfaces.GameObjects;
|
||||
using SS14.Server.GameObjects;
|
||||
using SS14.Server.Interfaces.GameObjects;
|
||||
using SS14.Shared.GameObjects;
|
||||
using SS14.Shared.Interfaces.GameObjects;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Content.Server.Interfaces.GameObjects
|
||||
{
|
||||
public class InventoryComponent : Component, IInventoryComponent
|
||||
{
|
||||
public override string Name => "Inventory";
|
||||
|
||||
private Dictionary<string, InventorySlot> slots = new Dictionary<string, InventorySlot>();
|
||||
private TransformComponent transform;
|
||||
// TODO: Make this container unique per-slot.
|
||||
private IContainer container;
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
transform = Owner.GetComponent<TransformComponent>();
|
||||
base.Initialize();
|
||||
}
|
||||
|
||||
public override void OnRemove()
|
||||
{
|
||||
transform = null;
|
||||
base.OnRemove();
|
||||
}
|
||||
|
||||
public IItemComponent Get(string slot)
|
||||
{
|
||||
return _GetSlot(slot).Item;
|
||||
}
|
||||
|
||||
public IInventorySlot GetSlot(string slot)
|
||||
{
|
||||
return slots[slot];
|
||||
}
|
||||
|
||||
// Private version that returns our concrete implementation.
|
||||
private InventorySlot _GetSlot(string slot)
|
||||
{
|
||||
return slots[slot];
|
||||
}
|
||||
|
||||
public bool PutInSlot(string slot, IItemComponent item)
|
||||
{
|
||||
var inventorySlot = _GetSlot(slot);
|
||||
if (inventorySlot.Item != null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
inventorySlot.Item = item;
|
||||
item.EquippedToSlot(inventorySlot);
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool DropSlot(string slot)
|
||||
{
|
||||
var inventorySlot = _GetSlot(slot);
|
||||
var item = inventorySlot.Item;
|
||||
if (item == null || !container.Remove(item.Owner))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
item.RemovedFromSlot();
|
||||
inventorySlot.Item = null;
|
||||
|
||||
// TODO: The item should be dropped to the container our owner is in, if any.
|
||||
var itemTransform = item.Owner.GetComponent<TransformComponent>();
|
||||
itemTransform.LocalPosition = transform.LocalPosition;
|
||||
return true;
|
||||
}
|
||||
|
||||
public void AddSlot(string slot)
|
||||
{
|
||||
if (slots.ContainsKey(slot))
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
public void RemoveSlot(string slot)
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
private class InventorySlot : IInventorySlot
|
||||
{
|
||||
public IItemComponent Item { get; set; }
|
||||
public string Name { get; }
|
||||
public IInventoryComponent Owner { get; }
|
||||
|
||||
public InventorySlot(string name, IInventoryComponent owner)
|
||||
{
|
||||
Name = name;
|
||||
Owner = owner;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
35
Content.Server/GameObjects/Components/Items/ItemComponent.cs
Normal file
35
Content.Server/GameObjects/Components/Items/ItemComponent.cs
Normal file
@@ -0,0 +1,35 @@
|
||||
using Content.Server.Interfaces.GameObjects;
|
||||
using SS14.Shared.GameObjects;
|
||||
using SS14.Shared.Interfaces.GameObjects;
|
||||
using System;
|
||||
|
||||
namespace Content.Server.Interfaces.GameObjects
|
||||
{
|
||||
public class ItemComponent : Component, IItemComponent
|
||||
{
|
||||
public override string Name => "Item";
|
||||
|
||||
/// <inheritdoc />
|
||||
public IInventorySlot ContainingSlot { get; private set; }
|
||||
|
||||
public void RemovedFromSlot()
|
||||
{
|
||||
if (ContainingSlot == null)
|
||||
{
|
||||
throw new InvalidOperationException("Item is not in a slot.");
|
||||
}
|
||||
|
||||
ContainingSlot = null;
|
||||
}
|
||||
|
||||
public void EquippedToSlot(IInventorySlot slot)
|
||||
{
|
||||
if (ContainingSlot != null)
|
||||
{
|
||||
throw new InvalidOperationException("Item is already in a slot.");
|
||||
}
|
||||
|
||||
ContainingSlot = slot;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,50 @@
|
||||
using SS14.Shared.Interfaces.GameObjects;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Content.Server.Interfaces.GameObjects
|
||||
{
|
||||
public interface IHandsComponent : IComponent
|
||||
{
|
||||
/// <summary>
|
||||
/// The hand index of the currently active hand.
|
||||
/// </summary>
|
||||
string ActiveIndex { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Enumerates over every held item.
|
||||
/// </summary>
|
||||
IEnumerable<IItemComponent> GetAllHands();
|
||||
|
||||
/// <summary>
|
||||
/// Gets the item held by a hand.
|
||||
/// </summary>
|
||||
/// <param name="index">The index of the hand to get.</param>
|
||||
/// <returns>The item in the held, null if no item is held</returns>
|
||||
IItemComponent GetHand(string index);
|
||||
|
||||
/// <summary>
|
||||
/// Puts an item into any empty hand, preferring the active hand.
|
||||
/// </summary>
|
||||
/// <param name="item">The item to put in a hand.</param>
|
||||
/// <returns>True if the item was inserted, false otherwise.</returns>
|
||||
bool PutInHand(IItemComponent item);
|
||||
|
||||
/// <summary>
|
||||
/// Puts an item into a specific hand.
|
||||
/// </summary>
|
||||
/// <param name="item">The item to put in the hand.</param>
|
||||
/// <param name="index">The index of the hand to put the item into.</param>
|
||||
/// <param name="fallback">
|
||||
/// If true and the provided hand is full, the method will fall back to <see cref="PutInHand(IItemComponent)" />
|
||||
/// </param>
|
||||
/// <returns>True if the item was inserted into a hand, false otherwise.</returns>
|
||||
bool PutInHand(IItemComponent item, string index, bool fallback=true);
|
||||
|
||||
/// <summary>
|
||||
/// Drops an item on the ground, removing it from the hand.
|
||||
/// </summary>
|
||||
/// <param name="index">The hand to drop from.</param>
|
||||
/// <returns>True if an item was successfully dropped, false otherwise.</returns>
|
||||
bool Drop(string index);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,84 @@
|
||||
using SS14.Server.Interfaces.GameObjects;
|
||||
using SS14.Shared.Interfaces.GameObjects;
|
||||
using System;
|
||||
|
||||
namespace Content.Server.Interfaces.GameObjects
|
||||
{
|
||||
public interface IInventoryComponent : IComponent
|
||||
{
|
||||
/// <summary>
|
||||
/// Gets the item in the specified slot.
|
||||
/// </summary>
|
||||
/// <param name="slot">The slot to get the item for.</param>
|
||||
/// <returns>Null if the slot is empty, otherwise the item.</returns>
|
||||
IItemComponent Get(string slot);
|
||||
|
||||
/// <summary>
|
||||
/// Gets the slot with specified name.
|
||||
/// This gets the slot, NOT the item contained therein.
|
||||
/// </summary>
|
||||
/// <param name="slot">The name of the slot to get.</param>
|
||||
IInventorySlot GetSlot(string slot);
|
||||
|
||||
/// <summary>
|
||||
/// Puts an item in a slot.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// This will fail if there is already an item in the specified slot.
|
||||
/// </remarks>
|
||||
/// <param name="slot">The slot to put the item in.</param>
|
||||
/// <param name="item">The item to insert into the slot.</param>
|
||||
/// <returns>True if the item was successfully inserted, false otherwise.</returns>
|
||||
bool PutInSlot(string slot, IItemComponent item);
|
||||
|
||||
/// <summary>
|
||||
/// Drops the item in a slot.
|
||||
/// </summary>
|
||||
/// <param name="slot">The slot to drop the item from.</param>
|
||||
/// <returns>True if an item was dropped, false otherwise.</returns>
|
||||
bool DropSlot(string slot);
|
||||
|
||||
/// <summary>
|
||||
/// Adds a new slot to this inventory component.
|
||||
/// </summary>
|
||||
/// <param name="slot">The name of the slot to add.</param>
|
||||
/// <exception cref="InvalidOperationException">
|
||||
/// Thrown if the slot with specified name already exists.
|
||||
/// </exception>
|
||||
void AddSlot(string slot);
|
||||
|
||||
/// <summary>
|
||||
/// Removes a slot from this inventory component.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// If the slot contains an item, the item is dropped.
|
||||
/// </remarks>
|
||||
/// <param name="slot">The name of the slot to remove.</param>
|
||||
void RemoveSlot(string slot);
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="slot"></param>
|
||||
/// <returns></returns>
|
||||
bool HasSlot(string slot);
|
||||
}
|
||||
|
||||
public interface IInventorySlot
|
||||
{
|
||||
/// <summary>
|
||||
/// The name of the slot.
|
||||
/// </summary>
|
||||
string Name { get; }
|
||||
|
||||
/// <summary>
|
||||
/// The item contained in the slot, can be null.
|
||||
/// </summary>
|
||||
IItemComponent Item { get; }
|
||||
|
||||
/// <summary>
|
||||
/// The component owning us.
|
||||
/// </summary>
|
||||
IInventoryComponent Owner { get; }
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,22 @@
|
||||
using SS14.Shared.Interfaces.GameObjects;
|
||||
|
||||
namespace Content.Server.Interfaces.GameObjects
|
||||
{
|
||||
public interface IItemComponent : IComponent
|
||||
{
|
||||
/// <summary>
|
||||
/// The inventory slot this item is stored in, if any.
|
||||
/// </summary>
|
||||
IInventorySlot ContainingSlot { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Called when the item is removed from its inventory slot.
|
||||
/// </summary>
|
||||
void RemovedFromSlot();
|
||||
|
||||
/// <summary>
|
||||
/// Called when the item is inserted into a new inventory slot.
|
||||
/// </summary>
|
||||
void EquippedToSlot(IInventorySlot slot);
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user