Files
tbd-station-14/Content.Server/GameObjects/Components/Items/Clothing/ClothingComponent.cs
nuke a62935dab2 Handcuff system (#1831)
* Implemented most serverside logic

* All serverside cuff logic complete

* SFX, Clientside HUD stuff, Other logic.

* fffff

* Cuffs 1.0

* missing loc string

* Cuffs are stored in the balls now.

* Basic integrationtest

* Support stripping menu.

* rrr

* Fixes

* properties

* gun emoji

* fixes

* get rid of unused

* reeee

* Update Content.Shared/GameObjects/ContentNetIDs.cs

Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
2020-08-25 14:54:23 +02:00

124 lines
4.2 KiB
C#

using System;
using System.Collections.Generic;
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.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Serialization;
using static Content.Shared.GameObjects.Components.Inventory.EquipmentSlotDefines;
namespace Content.Server.GameObjects.Components.Items.Clothing
{
[RegisterComponent]
[ComponentReference(typeof(ItemComponent))]
[ComponentReference(typeof(StorableComponent))]
[ComponentReference(typeof(IItemComponent))]
public class ClothingComponent : ItemComponent, IUse
{
[Dependency] private readonly IServerNotifyManager _serverNotifyManager = default!;
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, true, out var reason))
{
if (reason != null)
_serverNotifyManager.PopupMessage(Owner, user, reason);
return false;
}
return true;
}
}
}