Files
tbd-station-14/Content.Server/GameObjects/Components/Nutrition/FoodContainerComponent.cs
DrSmugleaf 4b4e83d2bf Add changing the amount of hands on the GUI depending on your body parts (#1406)
* Multiple hands in gui first pass

* Remove IHandsComponent interface

* Create hand class and more hand textures

* Refactor ServerHandsComponent to use a single list of hands

* Seal SharedHand

* Fix picked up items not showing on top of the hand buttons

* Remove HandsGui buttons and panels dictionaries

* Fix items in hands rendering

* Fix wrong hand container comparison

* Fix not updating the location of duplicate hands

* Change ClientHandsComponent to use a SortedList instead of a dictionary

* More merge conflict fixes

* Change SortedList to List

* Fix hand button order

* Add item tooltip for more than 2 hands and updating when removing hands

* Add add hand and remove hand command

* Merge conflict fixes

* Remove nullable reference type from ContainerSlot

* Fix texture errors

* Fix error when reaching 0 hands

* Fix error when swapping hands with no hands

* Merged remove hand methods

* Fix item panel texture errors

* Merge conflict fixes

* Fix addhand and removehand command descriptions

* Add properly displaying tooltips for 2 hands

* Make hand indexes and locations consistent across the client and server

* Add dropping held entity if a hand is removed

* Change hand location to be calculated by index

* Made different hand gui updates more consistent

* Remove human body yml testing changes

* Sanitize addhand and removehand commands

* Merge conflict fixes

* Remove testing changes

* Revert body system changes

* Add missing imports

* Remove obsolete hands parameter in yml files

* Fix broken import

* Fix startup error and adding and removing hands on the same tick

* Make hand container id use an uint

In case someone gets more than 2 billion hands

* Rename hand component files

* Make hands state use an array
2020-07-25 15:11:16 +02:00

103 lines
3.1 KiB
C#

using System.Collections.Generic;
using System.Linq;
using Content.Server.GameObjects.Components.GUI;
using Content.Shared.GameObjects.Components.Nutrition;
using Content.Shared.Interfaces.GameObjects.Components;
using Robust.Server.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Random;
using Robust.Shared.IoC;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Nutrition
{
/// <summary>
/// This container acts as a master object for things like Pizza, which holds slices.
/// </summary>
/// TODO: Perhaps implement putting food back (pizza boxes) but that really isn't mandatory.
/// This doesn't even need to have an actual Container for right now.
[RegisterComponent]
public sealed class FoodContainer : SharedFoodContainerComponent, IUse
{
#pragma warning disable 649
[Dependency] private readonly IRobustRandom _random;
[Dependency] private readonly IEntityManager _entityManager;
#pragma warning restore 649
public override string Name => "FoodContainer";
private AppearanceComponent _appearance;
private Dictionary<string, int> _prototypes;
private uint _capacity;
public int Capacity => (int)_capacity;
[ViewVariables]
public int Count => _count;
private int _count = 0;
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(ref _prototypes, "prototypes", null);
serializer.DataField<uint>(ref _capacity, "capacity", 5);
}
public override void Initialize()
{
base.Initialize();
Owner.TryGetComponent(out _appearance);
_count = Capacity;
UpdateAppearance();
}
bool IUse.UseEntity(UseEntityEventArgs eventArgs)
{
if (!eventArgs.User.TryGetComponent(out HandsComponent handsComponent))
{
return false;
}
var itemToSpawn = _entityManager.SpawnEntity(GetRandomPrototype(), Owner.Transform.GridPosition);
handsComponent.PutInHandOrDrop(itemToSpawn.GetComponent<ItemComponent>());
_count--;
if (_count < 1)
{
Owner.Delete();
return false;
}
return true;
}
private string GetRandomPrototype()
{
var defaultProto = _prototypes.Keys.FirstOrDefault();
if (_prototypes.Count == 1)
{
return defaultProto;
}
var probResult = _random.Next(0, 100);
var total = 0;
foreach (var item in _prototypes)
{
total += item.Value;
if (probResult < total)
{
return item.Key;
}
}
return defaultProto;
}
private void UpdateAppearance()
{
_appearance?.SetData(FoodContainerVisuals.Current, Count);
}
}
}