* WIP in progress hours * Cleanup * Fix bugle * Fix nullable error * Merge fixes * Merge fixes * Merge fixes
127 lines
4.3 KiB
C#
127 lines
4.3 KiB
C#
using System;
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using System.Collections.Generic;
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using Content.Server.GameObjects.Components.GUI;
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using Content.Server.GameObjects.Components.Items.Storage;
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using Content.Shared.GameObjects;
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using Content.Shared.GameObjects.Components.Items;
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using Content.Shared.GameObjects.Components.Storage;
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using Content.Shared.Interfaces;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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using static Content.Shared.GameObjects.Components.Inventory.EquipmentSlotDefines;
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namespace Content.Server.GameObjects.Components.Items.Clothing
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{
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[RegisterComponent]
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[ComponentReference(typeof(ItemComponent))]
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[ComponentReference(typeof(StorableComponent))]
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[ComponentReference(typeof(SharedStorableComponent))]
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[ComponentReference(typeof(IItemComponent))]
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public class ClothingComponent : ItemComponent, IUse
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{
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public override string Name => "Clothing";
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public override uint? NetID => ContentNetIDs.CLOTHING;
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[ViewVariables]
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public SlotFlags SlotFlags = SlotFlags.PREVENTEQUIP; //Different from None, NONE allows equips if no slot flags are required
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private bool _quickEquipEnabled = true;
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private int _heatResistance;
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[ViewVariables(VVAccess.ReadWrite)]
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public int HeatResistance => _heatResistance;
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private string _clothingEquippedPrefix;
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[ViewVariables(VVAccess.ReadWrite)]
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public string ClothingEquippedPrefix
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{
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get
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{
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return _clothingEquippedPrefix;
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}
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set
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{
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Dirty();
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_clothingEquippedPrefix = value;
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}
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}
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(ref _clothingEquippedPrefix, "ClothingPrefix", null);
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// TODO: Writing.
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serializer.DataReadFunction("Slots", new List<string>(0), list =>
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{
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foreach (var slotflagsloaded in list)
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{
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SlotFlags |= (SlotFlags)Enum.Parse(typeof(SlotFlags), slotflagsloaded.ToUpper());
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}
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});
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serializer.DataField(ref _quickEquipEnabled, "QuickEquip", true);
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serializer.DataFieldCached(ref _heatResistance, "HeatResistance", 323);
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}
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public override ComponentState GetComponentState()
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{
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return new ClothingComponentState(ClothingEquippedPrefix, EquippedPrefix);
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}
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public bool UseEntity(UseEntityEventArgs eventArgs)
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{
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if (!_quickEquipEnabled) return false;
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if (!eventArgs.User.TryGetComponent(out InventoryComponent inv)
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|| !eventArgs.User.TryGetComponent(out HandsComponent hands)) return false;
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foreach (var (slot, flag) in SlotMasks)
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{
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// We check if the clothing can be equipped in this slot.
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if ((SlotFlags & flag) == 0) continue;
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if (inv.TryGetSlotItem(slot, out ItemComponent item))
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{
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if (!inv.CanUnequip(slot)) continue;
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hands.Drop(Owner);
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inv.Unequip(slot);
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hands.PutInHand(item);
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if (!TryEquip(inv, slot, eventArgs.User))
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{
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hands.Drop(item.Owner);
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inv.Equip(slot, item);
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hands.PutInHand(Owner.GetComponent<ItemComponent>());
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}
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}
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else
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{
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hands.Drop(Owner);
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if (!TryEquip(inv, slot, eventArgs.User))
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hands.PutInHand(Owner.GetComponent<ItemComponent>());
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}
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return true;
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}
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return false;
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}
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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, true, out var reason))
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{
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if (reason != null)
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Owner.PopupMessage(user, reason);
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return false;
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}
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return true;
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}
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}
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}
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