Files
tbd-station-14/Content.Server/GameObjects/Components/GUI/HumanInventoryControllerComponent.cs
collinlunn f7aba5f701 SharedItemComponent (#3513)
* StorableComponent refactor

* ItemComponent refactor

* conflict fixes

* removes redundant null check

* removes redundant item throwing code

* fix conflicts

* ExplosionLaunchedComponent

Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
2021-04-02 21:01:03 +11:00

102 lines
3.3 KiB
C#

using System.Diagnostics.CodeAnalysis;
using Content.Server.GameObjects.Components.Items.Storage;
using Content.Shared.GameObjects.Components.Storage;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;
using Robust.Shared.Localization;
using static Content.Shared.GameObjects.Components.Inventory.EquipmentSlotDefines;
namespace Content.Server.GameObjects.Components.GUI
{
// Handles the special behavior of pockets/ID card slot and their relation to uniforms.
[RegisterComponent]
[ComponentReference(typeof(IInventoryController))]
public class HumanInventoryControllerComponent : Component, IInventoryController
{
public override string Name => "HumanInventoryController";
private InventoryComponent _inventory = default!;
public override void Initialize()
{
base.Initialize();
_inventory = Owner.EnsureComponent<InventoryComponent>();
}
bool IInventoryController.CanEquip(Slots slot, IEntity entity, bool flagsCheck, [NotNullWhen(false)] out string? reason)
{
var slotMask = SlotMasks[slot];
reason = null;
if ((slotMask & (SlotFlags.POCKET | SlotFlags.IDCARD)) != SlotFlags.NONE)
{
// Can't wear stuff in ID card or pockets unless you have a uniform.
if (_inventory.GetSlotItem(Slots.INNERCLOTHING) == null)
{
reason = Loc.GetString(slotMask == SlotFlags.IDCARD
? "You need a uniform to store something in your ID slot!"
: "You need a uniform to store something in your pockets!");
return false;
}
if (slotMask == SlotFlags.POCKET)
{
var itemComponent = entity.GetComponent<ItemComponent>();
// If this item is small enough then it always fits in pockets.
if (itemComponent.Size <= (int) ReferenceSizes.Pocket)
{
return true;
}
else if (!flagsCheck)
{
reason = Loc.GetString("This is too large!");
}
}
}
// Standard flag check.
return flagsCheck;
}
public override void HandleMessage(ComponentMessage message, IComponent? component)
{
base.HandleMessage(message, component);
switch (message)
{
case ContainerContentsModifiedMessage contentsModified:
Owner.SpawnTimer(0, DropIdAndPocketsIfWeNoLongerHaveAUniform);
break;
}
}
// Hey, it's descriptive.
private void DropIdAndPocketsIfWeNoLongerHaveAUniform()
{
if (Deleted)
{
return;
}
if (_inventory.GetSlotItem(Slots.INNERCLOTHING) != null)
{
return;
}
void DropMaybe(Slots slot)
{
if (_inventory.GetSlotItem(slot) != null)
{
_inventory.Unequip(slot);
}
}
DropMaybe(Slots.POCKET1);
DropMaybe(Slots.POCKET2);
DropMaybe(Slots.IDCARD);
}
}
}