Files
tbd-station-14/Content.Shared/Item/SharedItemComponent.cs
Paul Ritter 512d6a38c3 get that crap outta here (completely rewrites inventorysystem) (#5807)
* 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>
2021-12-30 22:56:10 +01:00

176 lines
5.0 KiB
C#

using System;
using Content.Shared.ActionBlocker;
using Content.Shared.Hands.Components;
using Content.Shared.Interaction;
using Content.Shared.Interaction.Helpers;
using Content.Shared.Inventory;
using Content.Shared.Sound;
using Robust.Shared.GameObjects;
using Robust.Shared.GameStates;
using Robust.Shared.IoC;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Content.Shared.Item
{
/// <summary>
/// Players can pick up, drop, and put items in bags, and they can be seen in player's hands.
/// </summary>
[NetworkedComponent()]
public class SharedItemComponent : Component, IInteractHand
{
[Dependency] private readonly IEntityManager _entMan = default!;
public override string Name => "Item";
/// <summary>
/// How much big this item is.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public int Size
{
get => _size;
set
{
_size = value;
Dirty();
}
}
[DataField("size")]
private int _size;
/// <summary>
/// Part of the state of the sprite shown on the player when this item is in their hands.
/// </summary>
// todo paul make this update slotvisuals on client on change
[ViewVariables(VVAccess.ReadWrite)]
public string? EquippedPrefix
{
get => _equippedPrefix;
set
{
_equippedPrefix = value;
OnEquippedPrefixChange();
Dirty();
}
}
[DataField("HeldPrefix")]
private string? _equippedPrefix;
[ViewVariables]
[DataField("Slots")]
public SlotFlags SlotFlags = SlotFlags.PREVENTEQUIP; //Different from None, NONE allows equips if no slot flags are required
[DataField("EquipSound")]
public SoundSpecifier? EquipSound { get; set; } = default!;
/// <summary>
/// Color of the sprite shown on the player when this item is in their hands.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public Color Color
{
get => _color;
set
{
_color = value;
Dirty();
}
}
[DataField("color")]
private Color _color = Color.White;
/// <summary>
/// Rsi of the sprite shown on the player when this item is in their hands.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public string? RsiPath
{
get => _rsiPath;
set
{
_rsiPath = value;
Dirty();
}
}
[DataField("sprite")]
private string? _rsiPath;
/// <summary>
/// If a player can pick up this item.
/// </summary>
public bool CanPickup(EntityUid user, bool popup = true)
{
if (!EntitySystem.Get<ActionBlockerSystem>().CanPickup(user))
return false;
if (_entMan.GetComponent<TransformComponent>(user).MapID != _entMan.GetComponent<TransformComponent>(Owner).MapID)
return false;
if (!_entMan.TryGetComponent(Owner, out IPhysBody? physics) || physics.BodyType == BodyType.Static)
return false;
return user.InRangeUnobstructed(Owner, ignoreInsideBlocker: true, popup: popup);
}
bool IInteractHand.InteractHand(InteractHandEventArgs eventArgs)
{
var user = eventArgs.User;
if (!CanPickup(user))
return false;
if (!_entMan.TryGetComponent(user, out SharedHandsComponent? hands))
return false;
var activeHand = hands.ActiveHand;
if (activeHand == null)
return false;
hands.TryPickupEntityToActiveHand(Owner);
return true;
}
protected virtual void OnEquippedPrefixChange() { }
public virtual void RemovedFromSlot() { }
public virtual void EquippedToSlot() { }
}
[Serializable, NetSerializable]
public class ItemComponentState : ComponentState
{
public int Size { get; }
public string? EquippedPrefix { get; }
public Color Color { get; }
public string? RsiPath { get; }
public ItemComponentState(int size, string? equippedPrefix, Color color, string? rsiPath)
{
Size = size;
EquippedPrefix = equippedPrefix;
Color = color;
RsiPath = rsiPath;
}
}
/// <summary>
/// Reference sizes for common containers and items.
/// </summary>
public enum ReferenceSizes
{
Wallet = 4,
Pocket = 12,
Box = 24,
Belt = 30,
Toolbox = 60,
Backpack = 100,
NoStoring = 9999
}
}