148 lines
4.7 KiB
C#
148 lines
4.7 KiB
C#
using Content.Shared.Hands.Components;
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using Content.Shared.Inventory;
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using Content.Shared.Sound;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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using static Robust.Shared.GameObjects.SharedSpriteComponent;
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namespace Content.Shared.Item
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{
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/// <summary>
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/// Players can pick up, drop, and put items in bags, and they can be seen in player's hands.
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/// </summary>
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[NetworkedComponent()]
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public abstract class SharedItemComponent : Component
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{
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[Dependency] private readonly IEntityManager _entMan = default!;
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/// <summary>
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/// How much big this item is.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public int Size
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{
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get => _size;
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set
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{
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_size = value;
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Dirty();
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}
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}
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[DataField("size")]
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private int _size;
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[DataField("inhandVisuals")]
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public Dictionary<HandLocation, List<PrototypeLayerData>> InhandVisuals = new();
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[DataField("clothingVisuals")]
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public Dictionary<string, List<PrototypeLayerData>> ClothingVisuals = new();
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/// <summary>
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/// Whether or not this item can be picked up.
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/// </summary>
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/// <remarks>
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/// This should almost always be true for items. But in some special cases, an item can be equipped but not
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/// picked up. E.g., hardsuit helmets are attached to the suit, so we want to disable things like the pickup
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/// verb.
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/// </remarks>
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[DataField("canPickup")]
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public bool CanPickup = true;
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[DataField("quickEquip")]
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public bool QuickEquip = true;
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/// <summary>
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/// Part of the state of the sprite shown on the player when this item is in their hands or inventory.
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/// </summary>
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/// <remarks>
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/// Only used if <see cref="InhandVisuals"/> or <see cref="ClothingVisuals"/> are unspecified.
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/// </remarks>
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[ViewVariables(VVAccess.ReadWrite)]
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public string? EquippedPrefix
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{
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get => _equippedPrefix;
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set
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{
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_equippedPrefix = value;
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EntitySystem.Get<SharedItemSystem>().VisualsChanged(Owner, this);
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Dirty();
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}
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}
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[DataField("HeldPrefix")]
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private string? _equippedPrefix;
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[ViewVariables]
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[DataField("Slots")]
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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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[DataField("equipSound")]
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public SoundSpecifier? EquipSound { get; set; } = default!;
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[DataField("unequipSound")]
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public SoundSpecifier? UnequipSound = default!;
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/// <summary>
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/// Rsi of the sprite shown on the player when this item is in their hands. Used to generate a default entry for <see cref="InhandVisuals"/>
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("sprite")]
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public readonly string? RsiPath;
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public void RemovedFromSlot()
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{
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if (_entMan.TryGetComponent(Owner, out SharedSpriteComponent component))
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component.Visible = true;
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}
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public virtual void EquippedToSlot()
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{
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if (_entMan.TryGetComponent(Owner, out SharedSpriteComponent component))
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component.Visible = false;
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}
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}
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[Serializable, NetSerializable]
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public sealed class ItemComponentState : ComponentState
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{
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public int Size { get; }
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public string? EquippedPrefix { get; }
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public ItemComponentState(int size, string? equippedPrefix)
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{
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Size = size;
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EquippedPrefix = equippedPrefix;
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}
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}
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/// <summary>
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/// Raised when an item's visual state is changed. The event is directed at the entity that contains this item, so
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/// that it can properly update its hands or inventory sprites and GUI.
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/// </summary>
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[Serializable, NetSerializable]
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public sealed class VisualsChangedEvent : EntityEventArgs
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{
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public readonly EntityUid Item;
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public readonly string ContainerId;
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public VisualsChangedEvent(EntityUid item, string containerId)
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{
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Item = item;
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ContainerId = containerId;
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}
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}
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/// <summary>
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/// Reference sizes for common containers and items.
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/// </summary>
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public enum ReferenceSizes
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{
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Wallet = 4,
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Pocket = 12,
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Box = 24,
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Belt = 30,
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Toolbox = 60,
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Backpack = 100,
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NoStoring = 9999
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}
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}
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