Files
tbd-station-14/Content.Server/GameObjects/Components/Items/Clothing/ClothingComponent.cs
DrSmugleaf 4b4e83d2bf Add changing the amount of hands on the GUI depending on your body parts (#1406)
* Multiple hands in gui first pass

* Remove IHandsComponent interface

* Create hand class and more hand textures

* Refactor ServerHandsComponent to use a single list of hands

* Seal SharedHand

* Fix picked up items not showing on top of the hand buttons

* Remove HandsGui buttons and panels dictionaries

* Fix items in hands rendering

* Fix wrong hand container comparison

* Fix not updating the location of duplicate hands

* Change ClientHandsComponent to use a SortedList instead of a dictionary

* More merge conflict fixes

* Change SortedList to List

* Fix hand button order

* Add item tooltip for more than 2 hands and updating when removing hands

* Add add hand and remove hand command

* Merge conflict fixes

* Remove nullable reference type from ContainerSlot

* Fix texture errors

* Fix error when reaching 0 hands

* Fix error when swapping hands with no hands

* Merged remove hand methods

* Fix item panel texture errors

* Merge conflict fixes

* Fix addhand and removehand command descriptions

* Add properly displaying tooltips for 2 hands

* Make hand indexes and locations consistent across the client and server

* Add dropping held entity if a hand is removed

* Change hand location to be calculated by index

* Made different hand gui updates more consistent

* Remove human body yml testing changes

* Sanitize addhand and removehand commands

* Merge conflict fixes

* Remove testing changes

* Revert body system changes

* Add missing imports

* Remove obsolete hands parameter in yml files

* Fix broken import

* Fix startup error and adding and removing hands on the same tick

* Make hand container id use an uint

In case someone gets more than 2 billion hands

* Rename hand component files

* Make hands state use an array
2020-07-25 15:11:16 +02:00

128 lines
4.2 KiB
C#

using System;
using System.Collections.Generic;
using Content.Server.GameObjects.Components;
using Content.Server.GameObjects.Components.GUI;
using Content.Server.GameObjects.Components.Items.Storage;
using Content.Server.Interfaces;
using Content.Shared.GameObjects;
using Content.Shared.GameObjects.Components.Items;
using Content.Shared.Interfaces.GameObjects.Components;
using Robust.Shared.IoC;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
using static Content.Shared.GameObjects.Components.Inventory.EquipmentSlotDefines;
using Robust.Shared.Interfaces.GameObjects;
namespace Content.Server.GameObjects
{
[RegisterComponent]
[ComponentReference(typeof(ItemComponent))]
[ComponentReference(typeof(StorableComponent))]
[ComponentReference(typeof(IItemComponent))]
public class ClothingComponent : ItemComponent, IUse
{
#pragma warning disable 649
[Dependency] private readonly IServerNotifyManager _serverNotifyManager;
#pragma warning restore 649
public override string Name => "Clothing";
public override uint? NetID => ContentNetIDs.CLOTHING;
public SlotFlags SlotFlags = SlotFlags.PREVENTEQUIP; //Different from None, NONE allows equips if no slot flags are required
private bool _quickEquipEnabled = true;
private int _heatResistance;
public int HeatResistance => _heatResistance;
private string _clothingEquippedPrefix;
public string ClothingEquippedPrefix
{
get
{
return _clothingEquippedPrefix;
}
set
{
Dirty();
_clothingEquippedPrefix = value;
}
}
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(ref _clothingEquippedPrefix, "ClothingPrefix", null);
// TODO: Writing.
serializer.DataReadFunction("Slots", new List<string>(0), list =>
{
foreach (var slotflagsloaded in list)
{
SlotFlags |= (SlotFlags)Enum.Parse(typeof(SlotFlags), slotflagsloaded.ToUpper());
}
});
serializer.DataField(ref _quickEquipEnabled, "QuickEquip", true);
serializer.DataFieldCached(ref _heatResistance, "HeatResistance", 323);
}
public override ComponentState GetComponentState()
{
return new ClothingComponentState(ClothingEquippedPrefix, EquippedPrefix);
}
public bool UseEntity(UseEntityEventArgs eventArgs)
{
if (!_quickEquipEnabled) return false;
if (!eventArgs.User.TryGetComponent(out InventoryComponent inv)
|| !eventArgs.User.TryGetComponent(out HandsComponent hands)) return false;
foreach (var (slot, flag) in SlotMasks)
{
// We check if the clothing can be equipped in this slot.
if ((SlotFlags & flag) == 0) continue;
if (inv.TryGetSlotItem(slot, out ItemComponent item))
{
if (!inv.CanUnequip(slot)) continue;
hands.Drop(Owner);
inv.Unequip(slot);
hands.PutInHand(item);
if (!TryEquip(inv, slot, eventArgs.User))
{
hands.Drop(item.Owner);
inv.Equip(slot, item);
hands.PutInHand(Owner.GetComponent<ItemComponent>());
}
}
else
{
hands.Drop(Owner);
if (!TryEquip(inv, slot, eventArgs.User))
hands.PutInHand(Owner.GetComponent<ItemComponent>());
}
return true;
}
return false;
}
private bool TryEquip(InventoryComponent inv, Slots slot, IEntity user)
{
if (!inv.Equip(slot, this, out var reason))
{
if (reason != null)
_serverNotifyManager.PopupMessage(Owner, user, reason);
return false;
}
return true;
}
}
}