Files
tbd-station-14/Content.Server/GameObjects/Components/Items/Clothing/ClothingComponent.cs
2021-03-16 15:50:20 +01:00

109 lines
3.7 KiB
C#

using Content.Server.GameObjects.Components.GUI;
using Content.Server.GameObjects.Components.Items.Storage;
using Content.Shared.GameObjects;
using Content.Shared.GameObjects.Components.Items;
using Content.Shared.GameObjects.Components.Storage;
using Content.Shared.Interfaces;
using Content.Shared.Interfaces.GameObjects.Components;
using Robust.Shared.GameObjects;
using Robust.Shared.Players;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
using static Content.Shared.GameObjects.Components.Inventory.EquipmentSlotDefines;
namespace Content.Server.GameObjects.Components.Items.Clothing
{
[RegisterComponent]
[ComponentReference(typeof(ItemComponent))]
[ComponentReference(typeof(StorableComponent))]
[ComponentReference(typeof(SharedStorableComponent))]
[ComponentReference(typeof(IItemComponent))]
public class ClothingComponent : ItemComponent, IUse
{
public override string Name => "Clothing";
public override uint? NetID => ContentNetIDs.CLOTHING;
[ViewVariables]
[DataField("Slots")]
public SlotFlags SlotFlags = SlotFlags.PREVENTEQUIP; //Different from None, NONE allows equips if no slot flags are required
[DataField("QuickEquip")]
private bool _quickEquipEnabled = true;
[DataField("HeatResistance")]
private int _heatResistance = 323;
[ViewVariables(VVAccess.ReadWrite)]
public int HeatResistance => _heatResistance;
[DataField("ClothingPrefix")]
private string? _clothingEquippedPrefix;
[ViewVariables(VVAccess.ReadWrite)]
public string? ClothingEquippedPrefix
{
get => _clothingEquippedPrefix;
set
{
Dirty();
_clothingEquippedPrefix = value;
}
}
public override ComponentState GetComponentState(ICommonSession player)
{
return new ClothingComponentState(ClothingEquippedPrefix, EquippedPrefix);
}
bool IUse.UseEntity(UseEntityEventArgs eventArgs)
{
if (!_quickEquipEnabled) return false;
if (!eventArgs.User.TryGetComponent(out InventoryComponent? inv)
|| !eventArgs.User.TryGetComponent(out HandsComponent? hands)) return false;
foreach (var (slot, flag) in SlotMasks)
{
// We check if the clothing can be equipped in this slot.
if ((SlotFlags & flag) == 0) continue;
if (inv.TryGetSlotItem(slot, out ItemComponent? item))
{
if (!inv.CanUnequip(slot)) continue;
hands.Drop(Owner);
inv.Unequip(slot);
hands.PutInHand(item);
if (!TryEquip(inv, slot, eventArgs.User))
{
hands.Drop(item.Owner);
inv.Equip(slot, item);
hands.PutInHand(Owner.GetComponent<ItemComponent>());
}
}
else
{
hands.Drop(Owner);
if (!TryEquip(inv, slot, eventArgs.User))
hands.PutInHand(Owner.GetComponent<ItemComponent>());
}
return true;
}
return false;
}
private bool TryEquip(InventoryComponent inv, Slots slot, IEntity user)
{
if (!inv.Equip(slot, this, true, out var reason))
{
if (reason != null)
Owner.PopupMessage(user, reason);
return false;
}
return true;
}
}
}