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