* some work * equip: done unequip: todo * unequipping done & refactored events * workin * movin * reee namespaces * stun * mobstate * fixes * some work on events * removes serverside itemcomp & misc fixes * work * smol merge fix * ports template to prototype & finishes ui * moves relay & adds containerenumerator * actions & cuffs * my god what is actioncode * more fixes * im loosing my grasp on reality * more fixes * more work * explosions * yes * more work * more fixes * merge master & misc fixed because i forgot to commit before merging master * more fixes * fixes * moar * more work * moar fixes * suffixmap * more work on client * motivation low * no. no containers * mirroring client to server * fixes * move serverinvcomp * serverinventorycomponent is dead * gaming * only strippable & ai left... * only ai and richtext left * fixes ai * fixes * fixes sprite layers * more fixes * resolves optional * yes * stable™️ * fixes * moar fixes * moar * fix some tests * lmao * no comment * good to merge™️ * fixes build but for real * adresses some reviews * adresses some more reviews * nullables, yo * fixes lobbyscreen * timid refactor to differentiate actor & target * adresses more reviews * more * my god what a mess * removed the rest of duplicates * removed duplicate slotflags and renamed shoes to feet * removes another unused one * yes * fixes lobby & makes tryunequip return unequipped item * fixes * some funny renames * fixes * misc improvements to attemptevents * fixes * merge fixes Co-authored-by: Paul Ritter <ritter.paul1@gmail.com>
83 lines
2.9 KiB
C#
83 lines
2.9 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using Content.Server.Hands.Components;
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using Content.Shared.Access.Components;
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using Content.Shared.Inventory;
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using Content.Shared.PDA;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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namespace Content.Server.PDA
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{
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public static class PdaExtensions
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{
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/// <summary>
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/// Gets the id that a player is holding in their hands or inventory.
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/// Order: Hands > ID slot > PDA in ID slot
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/// </summary>
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/// <param name="player">The player to check in.</param>
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/// <returns>The id card component.</returns>
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public static IdCardComponent? GetHeldId(this EntityUid player)
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{
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IdCardComponent? foundPDAId = null;
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var entMan = IoCManager.Resolve<IEntityManager>();
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if (entMan.TryGetComponent(player, out HandsComponent? hands))
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{
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foreach (var item in hands.GetAllHeldItems())
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{
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if (entMan.TryGetComponent(item.Owner, out PDAComponent? pda) &&
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pda.ContainedID != null)
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{
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foundPDAId = pda.ContainedID;
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}
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if (entMan.TryGetComponent(item.Owner, out IdCardComponent? card))
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{
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return card;
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}
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}
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}
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if (foundPDAId != null) return foundPDAId;
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var invSystem = EntitySystem.Get<InventorySystem>();
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if (invSystem.TryGetContainerSlotEnumerator(player, out var enumerator))
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{
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while (enumerator.MoveNext(out var containerSlot))
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{
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if(!containerSlot.ContainedEntity.HasValue) continue;
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if (entMan.TryGetComponent(containerSlot.ContainedEntity.Value, out PDAComponent? pda) &&
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pda.ContainedID != null)
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{
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foundPDAId = pda.ContainedID;
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}
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if (entMan.TryGetComponent(containerSlot.ContainedEntity.Value, out IdCardComponent? card))
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{
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return card;
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}
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}
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}
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if (foundPDAId != null) return foundPDAId;
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return null;
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}
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/// <summary>
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/// Gets the id that a player is holding in their hands or inventory.
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/// Order: Hands > ID slot > PDA in ID slot
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/// </summary>
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/// <param name="player">The player to check in.</param>
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/// <param name="id">The id card component.</param>
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/// <returns>true if found, false otherwise.</returns>
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public static bool TryGetHeldId(this EntityUid player, [NotNullWhen(true)] out IdCardComponent? id)
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{
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return (id = player.GetHeldId()) != null;
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}
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}
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}
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