* 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>
117 lines
4.3 KiB
C#
117 lines
4.3 KiB
C#
using System;
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using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.Inventory;
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public partial class InventorySystem : EntitySystem
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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public bool TryGetSlotContainer(EntityUid uid, string slot, [NotNullWhen(true)] out ContainerSlot? containerSlot, [NotNullWhen(true)] out SlotDefinition? slotDefinition,
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InventoryComponent? inventory = null, ContainerManagerComponent? containerComp = null)
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{
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containerSlot = null;
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slotDefinition = null;
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if (!Resolve(uid, ref inventory, ref containerComp, false))
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return false;
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if (!TryGetSlot(uid, slot, out slotDefinition, inventory: inventory))
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return false;
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if (!containerComp.TryGetContainer(slotDefinition.Name, out var container))
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{
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containerSlot = containerComp.MakeContainer<ContainerSlot>(slotDefinition.Name);
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return true;
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}
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if (container is not ContainerSlot containerSlotChecked) return false;
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containerSlot = containerSlotChecked;
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return true;
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}
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public bool HasSlot(EntityUid uid, string slot, InventoryComponent? component = null) =>
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TryGetSlot(uid, slot, out _, component);
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public bool TryGetSlot(EntityUid uid, string slot, [NotNullWhen(true)] out SlotDefinition? slotDefinition, InventoryComponent? inventory = null)
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{
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slotDefinition = null;
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if (!Resolve(uid, ref inventory, false))
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return false;
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if (!_prototypeManager.TryIndex<InventoryTemplatePrototype>(inventory.TemplateId, out var templatePrototype))
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return false;
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slotDefinition = templatePrototype.Slots.FirstOrDefault(x => x.Name == slot);
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return slotDefinition != default;
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}
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public bool TryGetContainerSlotEnumerator(EntityUid uid, out ContainerSlotEnumerator containerSlotEnumerator, InventoryComponent? component = null)
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{
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containerSlotEnumerator = default;
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if (!Resolve(uid, ref component, false))
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return false;
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containerSlotEnumerator = new ContainerSlotEnumerator(uid, component.TemplateId, _prototypeManager, this);
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return true;
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}
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public bool TryGetSlots(EntityUid uid, [NotNullWhen(true)] out SlotDefinition[]? slotDefinitions, InventoryComponent? inventoryComponent = null)
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{
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slotDefinitions = null;
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if (!Resolve(uid, ref inventoryComponent, false))
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return false;
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if (!_prototypeManager.TryIndex<InventoryTemplatePrototype>(inventoryComponent.TemplateId, out var templatePrototype))
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return false;
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slotDefinitions = templatePrototype.Slots;
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return true;
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}
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public SlotDefinition[] GetSlots(EntityUid uid, InventoryComponent? inventoryComponent = null)
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{
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if (!Resolve(uid, ref inventoryComponent)) throw new InvalidOperationException();
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return _prototypeManager.Index<InventoryTemplatePrototype>(inventoryComponent.TemplateId).Slots;
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}
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public struct ContainerSlotEnumerator
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{
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private readonly InventorySystem _inventorySystem;
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private readonly EntityUid _uid;
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private readonly SlotDefinition[] _slots;
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private int _nextIdx = int.MaxValue;
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public ContainerSlotEnumerator(EntityUid uid, string prototypeId, IPrototypeManager prototypeManager, InventorySystem inventorySystem)
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{
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_uid = uid;
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_inventorySystem = inventorySystem;
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if (prototypeManager.TryIndex<InventoryTemplatePrototype>(prototypeId, out var prototype))
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{
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_slots = prototype.Slots;
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if(_slots.Length > 0)
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_nextIdx = 0;
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}
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else
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{
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_slots = Array.Empty<SlotDefinition>();
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}
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}
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public bool MoveNext([NotNullWhen(true)] out ContainerSlot? container)
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{
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container = null;
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if (_nextIdx >= _slots.Length) return false;
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while (_nextIdx < _slots.Length && !_inventorySystem.TryGetSlotContainer(_uid, _slots[_nextIdx++].Name, out container, out _)) { }
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return container != null;
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}
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}
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}
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