Files
tbd-station-14/Content.Server/Clothing/Components/ClothingComponent.cs
Vera Aguilera Puerto a2b737d945 Atmos pipe rework (#3833)
* Initial

* Cleanup a bunch of things

* some changes dunno

* RequireAnchored

* a

* stuff

* more work

* Lots of progress

* delete pipe visualizer

* a

* b

* pipenet and pipenode cleanup

* Fixes

* Adds GasValve

* Adds GasMiner

* Fix stuff, maybe?

* More fixes

* Ignored components on the client

* Adds thermomachine behavior, change a bunch of stuff

* Remove Anchored

* some work, but it's shitcode

* significantly more ECS

* ECS AtmosDevices

* Cleanup

* fix appearance

* when the pipe direction is sus

* Gas tanks and canisters

* pipe anchoring and stuff

* coding is my passion

* Unsafe pipes take longer to unanchor

* turns out we're no longer using eris canisters

* Gas canister inserted tank appearance, improvements

* Work on a bunch of appearances

* Scrubber appearance

* Reorganize AtmosphereSystem.Piping into a bunch of different systems

* Appearance for vent/scrubber/pump turns off when leaving atmosphere

* ThermoMachine appearance

* Cleanup gas tanks

* Remove passive gate unused imports

* remove old canister UI functionality

* PipeNode environment air, make everything use AssumeAir instead of merging manually

* a

* Reorganize atmos to follow new structure

* ?????

* Canister UI, restructure client

* Restructure shared

* Fix build tho

* listen, at least the canister UI works entirely...

* fix build : )

* Atmos device prototypes have names and descriptions

* gas canister ui slider doesn't jitter

* trinary prototypes

* sprite for miners

* ignore components

* fix YAML

* Fix port system doing useless thing

* Fix build

* fix thinking moment

* fix build again because

* canister direction

* pipenode is a word

* GasTank Air will throw on invalid states

* fix build....

* Unhardcode volume pump thresholds

* Volume pump and filter take time into account

* Rename Join/Leave atmosphere events to AtmosDeviceEnabled/Disabled Event

* Gas tank node volume is set by initial mixtuer

* I love node container
2021-06-19 13:25:05 +02:00

108 lines
3.5 KiB
C#

using Content.Server.Hands.Components;
using Content.Server.Inventory.Components;
using Content.Server.Items;
using Content.Shared.Clothing;
using Content.Shared.Interaction;
using Content.Shared.Item;
using Content.Shared.NetIDs;
using Content.Shared.Notification.Managers;
using Robust.Shared.GameObjects;
using Robust.Shared.Players;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
using static Content.Shared.Inventory.EquipmentSlotDefines;
namespace Content.Server.Clothing.Components
{
[RegisterComponent]
[ComponentReference(typeof(SharedItemComponent))]
[ComponentReference(typeof(ItemComponent))]
public class ClothingComponent : ItemComponent, IUse
{
public override string Name => "Clothing";
public override uint? NetID => ContentNetIDs.CLOTHING;
[ViewVariables]
[DataField("Slots")]
public SlotFlags SlotFlags = SlotFlags.PREVENTEQUIP; //Different from None, NONE allows equips if no slot flags are required
[DataField("QuickEquip")]
private bool _quickEquipEnabled = true;
[DataField("HeatResistance")]
private int _heatResistance = 323;
[ViewVariables(VVAccess.ReadWrite)]
public int HeatResistance => _heatResistance;
[DataField("ClothingPrefix")]
private string? _clothingEquippedPrefix;
[ViewVariables(VVAccess.ReadWrite)]
public string? ClothingEquippedPrefix
{
get => _clothingEquippedPrefix;
set
{
Dirty();
_clothingEquippedPrefix = value;
}
}
public override ComponentState GetComponentState(ICommonSession player)
{
return new ClothingComponentState(ClothingEquippedPrefix, EquippedPrefix);
}
bool IUse.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, true, out var reason))
{
if (reason != null)
Owner.PopupMessage(user, reason);
return false;
}
return true;
}
}
}