Files
tbd-station-14/Content.Shared/GameObjects/Components/Inventory/SharedInventoryComponent.cs
Pieter-Jan Briers 052ea49884 Implement magboots. (#2988)
Got an alert and action and everything.
2021-01-11 19:24:09 +01:00

109 lines
3.7 KiB
C#

using System;
using System.Collections.Generic;
using Content.Shared.GameObjects.Components.Movement;
using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Reflection;
using Robust.Shared.IoC;
using Robust.Shared.Serialization;
using Robust.Shared.Utility;
using Robust.Shared.ViewVariables;
using static Content.Shared.GameObjects.Components.Inventory.EquipmentSlotDefines;
namespace Content.Shared.GameObjects.Components.Inventory
{
public abstract class SharedInventoryComponent : Component, IMoveSpeedModifier
{
// ReSharper disable UnassignedReadonlyField
[Dependency] protected readonly IReflectionManager ReflectionManager;
[Dependency] protected readonly IDynamicTypeFactory DynamicTypeFactory;
// ReSharper restore UnassignedReadonlyField
public sealed override string Name => "Inventory";
public sealed override uint? NetID => ContentNetIDs.STORAGE;
[ViewVariables]
protected Inventory InventoryInstance { get; private set; }
[ViewVariables]
private string _templateName = "HumanInventory"; //stored for serialization purposes
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(ref _templateName, "Template", "HumanInventory");
}
public override void Initialize()
{
base.Initialize();
CreateInventory();
}
private void CreateInventory()
{
var type = ReflectionManager.LooseGetType(_templateName);
DebugTools.Assert(type != null);
InventoryInstance = DynamicTypeFactory.CreateInstance<Inventory>(type);
}
/// <returns>true if the item is equipped to an equip slot (NOT inside an equipped container
/// like inside a backpack)</returns>
public abstract bool IsEquipped(IEntity item);
[Serializable, NetSerializable]
protected class InventoryComponentState : ComponentState
{
public List<KeyValuePair<Slots, EntityUid>> Entities { get; }
public KeyValuePair<Slots, (EntityUid entity, bool fits)>? HoverEntity { get; }
public InventoryComponentState(List<KeyValuePair<Slots, EntityUid>> entities, KeyValuePair<Slots, (EntityUid entity, bool fits)>? hoverEntity = null) : base(ContentNetIDs.STORAGE)
{
Entities = entities;
HoverEntity = hoverEntity;
}
}
[Serializable, NetSerializable]
public class ClientInventoryMessage : ComponentMessage
{
public Slots Inventoryslot;
public ClientInventoryUpdate Updatetype;
public ClientInventoryMessage(Slots inventoryslot, ClientInventoryUpdate updatetype)
{
Directed = true;
Inventoryslot = inventoryslot;
Updatetype = updatetype;
}
public enum ClientInventoryUpdate
{
Equip = 0,
Use = 1,
Hover = 2
}
}
/// <summary>
/// Component message for opening the Storage UI of item in Slot
/// </summary>
[Serializable, NetSerializable]
public class OpenSlotStorageUIMessage : ComponentMessage
{
public Slots Slot;
public OpenSlotStorageUIMessage(Slots slot)
{
Directed = true;
Slot = slot;
}
}
public abstract float WalkSpeedModifier { get; }
public abstract float SprintSpeedModifier { get; }
}
}