* 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
112 lines
3.4 KiB
C#
112 lines
3.4 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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using Content.Server.GameObjects;
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using Content.Server.GameObjects.Components;
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using Content.Server.GameObjects.Components.GUI;
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using Content.Server.GameObjects.Components.Mobs;
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using Content.Server.Interfaces.PDA;
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using Content.Shared.GameObjects.Components.PDA;
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using Content.Shared.Prototypes.PDA;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Prototypes;
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namespace Content.Server.PDA
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{
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public class PDAUplinkManager : IPDAUplinkManager
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{
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#pragma warning disable 649
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[Dependency] private readonly IPrototypeManager _prototypeManager;
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[Dependency] private readonly IEntityManager _entityManager;
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#pragma warning restore 649
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private List<UplinkAccount> _accounts;
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private List<UplinkListingData> _listings;
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public IReadOnlyList<UplinkListingData> FetchListings => _listings;
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public void Initialize()
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{
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_listings = new List<UplinkListingData>();
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foreach (var item in _prototypeManager.EnumeratePrototypes<UplinkStoreListingPrototype>())
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{
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var newListing = new UplinkListingData(item.ListingName, item.ItemId, item.Price, item.Category,
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item.Description);
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RegisterUplinkListing(newListing);
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}
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_accounts = new List<UplinkAccount>();
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}
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private void RegisterUplinkListing(UplinkListingData listing)
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{
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if (!ContainsListing(listing))
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{
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_listings.Add(listing);
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}
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}
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private bool ContainsListing(UplinkListingData listing)
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{
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return _listings.Any(otherListing => listing.Equals(otherListing));
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}
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public bool AddNewAccount(UplinkAccount acc)
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{
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var entity = _entityManager.GetEntity(acc.AccountHolder);
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if (entity.TryGetComponent(out MindComponent mindComponent))
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{
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if (mindComponent.Mind.AllRoles.Any(role => !role.Antagonist))
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{
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return false;
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}
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}
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if (_accounts.Contains(acc))
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{
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return false;
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}
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_accounts.Add(acc);
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return true;
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}
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public bool ChangeBalance(UplinkAccount acc, int amt)
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{
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var account = _accounts.Find(uplinkAccount => uplinkAccount.AccountHolder == acc.AccountHolder);
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if (account != null && account.Balance + amt < 0)
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{
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return false;
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}
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account.ModifyAccountBalance(account.Balance + amt);
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return true;
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}
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public bool TryPurchaseItem(UplinkAccount acc, UplinkListingData listing)
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{
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if (acc == null || listing == null)
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{
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return false;
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}
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if (!ContainsListing(listing) || acc.Balance < listing.Price)
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{
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return false;
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}
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if (!ChangeBalance(acc, -listing.Price))
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{
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return false;
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}
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var player = _entityManager.GetEntity(acc.AccountHolder);
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var hands = player.GetComponent<HandsComponent>();
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hands.PutInHandOrDrop(_entityManager.SpawnEntity(listing.ItemId,
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player.Transform.GridPosition).GetComponent<ItemComponent>());
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return true;
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}
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}
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}
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