Files
tbd-station-14/Content.Server/GameObjects/Components/GUI/InventoryComponent.cs
Paul Ritter 6a0aa9b72f Singularity, Particle Accelerator & Radiation Collectors (#2169)
* basic radiation generator

* might need this

* thonk

* big thonk

* oop

* e

* werks

* sprite

* oopsy woopsy

* radiation

* clean up file

* makes it work, probably

* minor fixes

* resources

* progress on component

* this will no longer be necessary

* radiation go brrrr

* finally fix container issues

* out var

Co-authored-by: Remie Richards <remierichards@gmail.com>

* second out fix

* another out fix

Co-authored-by: Remie Richards <remierichards@gmail.com>

* switch case

* fix switch

* sound and improvements

* nullable

* basic containment field system

* ensure alignment

* fix beam placement logic

* field generation fully working

* fix potential crash

* working containment functionality

* extremely basic emitter functionality

* fix radiation panel naming

* emitter stuff

* oopsies

* fixes

* some fixes

* cleanup

* small fix and move emitter file

* add sprite resources for PA

* slight rework of the singulo
adds rads

* pushing for smugleaf :)

* added radiationpanels

* some fixes for the singulo

* containmentfield

* pa wip

* progress

* pa working

* emitter fix

* works :)

* ui works

* some work on ui & pa

* progress

* ui work & misc fixes

* GREYSCALE

* pa ui polish
containmentfieldgen rework

* singulo rework
added snapgrid

* getcomponent get out

* singulo rework
added collisiongroups underplating & passable

* yaml work:
- collision boxes
- singulo now unshaded

* no unlit

* misc changes

* pa wires

* add usability check

* nullable enable

* minor fix

* power need added

* reenables containment field energy drain
menu close button
singularity collider fix

* sprite replacement

* finished singulo pulling

* pjb fixes

* fixing sprites & minor adjustments

* decrease containmentfield power

* some yml adjustments

* unlit layers
singulogenerator

* singulogen

* everything works just not the powergetting on the pa
i wanna die

* Adds PA construction graphs, PA construction works

* Snap to grid parts when completing construction

* updated to newest master

* inb4 i work on power

* fixes upstream merge
adds power need to particleaccelerator

* properly implements power & apc power

* Emitters are now fancy.

* I have actually no idea how this happened.

* Give PA a wiring LayoutId

* PA is an acronym

* indicators
fixes hacking

* Singulo is a word you blasphemous IDE.

* Rewrite the PA.

* Fancy names for PA parts.

* Wiring fixes, strength wire cutting.

* fixes projectile & ignores components

* nullability errors

* fixes integration tests

Co-authored-by: unusualcrow <unusualcrow@protonmail.com>
Co-authored-by: L.E.D <10257081+unusualcrow@users.noreply.github.com>
Co-authored-by: Remie Richards <remierichards@gmail.com>
Co-authored-by: Víctor Aguilera Puerto <zddm@outlook.es>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2020-10-28 19:19:47 +01:00

577 lines
20 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using Content.Server.GameObjects.Components.Items.Clothing;
using Content.Server.GameObjects.Components.Items.Storage;
using Content.Server.GameObjects.EntitySystems.Click;
using Content.Server.Interfaces.GameObjects;
using Content.Shared.GameObjects.Components.Inventory;
using Content.Shared.GameObjects.EntitySystems;
using Content.Shared.Interfaces;
using Robust.Server.GameObjects.Components.Container;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.GameObjects.Components;
using Robust.Shared.Interfaces.Network;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Map;
using Robust.Shared.Players;
using Robust.Shared.ViewVariables;
using static Content.Shared.GameObjects.Components.Inventory.EquipmentSlotDefines;
using static Content.Shared.GameObjects.Components.Inventory.SharedInventoryComponent.ClientInventoryMessage;
namespace Content.Server.GameObjects.Components.GUI
{
[RegisterComponent]
public class InventoryComponent : SharedInventoryComponent, IExAct, IEffectBlocker, IPressureProtection
{
[Dependency] private readonly IEntitySystemManager _entitySystemManager = default!;
[ViewVariables]
private readonly Dictionary<Slots, ContainerSlot> _slotContainers = new Dictionary<Slots, ContainerSlot>();
private KeyValuePair<Slots, (EntityUid entity, bool fits)>? _hoverEntity;
public IEnumerable<Slots> Slots => _slotContainers.Keys;
public event Action OnItemChanged;
public override void Initialize()
{
base.Initialize();
foreach (var slotName in InventoryInstance.SlotMasks)
{
if (slotName != EquipmentSlotDefines.Slots.NONE)
{
AddSlot(slotName);
}
}
}
// Optimization: Cache this
[ViewVariables]
public float HighPressureMultiplier
{
get
{
var multiplier = 1f;
foreach (var (slot, containerSlot) in _slotContainers)
{
foreach (var entity in containerSlot.ContainedEntities)
{
foreach (var protection in entity.GetAllComponents<IPressureProtection>())
{
multiplier *= protection.HighPressureMultiplier;
}
}
}
return multiplier;
}
}
// Optimization: Cache this
[ViewVariables]
public float LowPressureMultiplier
{
get
{
var multiplier = 1f;
foreach (var (slot, containerSlot) in _slotContainers)
{
foreach (var entity in containerSlot.ContainedEntities)
{
foreach (var protection in entity.GetAllComponents<IPressureProtection>())
{
multiplier *= protection.LowPressureMultiplier;
}
}
}
return multiplier;
}
}
bool IEffectBlocker.CanSlip()
{
if(Owner.TryGetComponent(out InventoryComponent inventoryComponent) &&
inventoryComponent.TryGetSlotItem(EquipmentSlotDefines.Slots.SHOES, out ItemComponent shoes)
)
{
return EffectBlockerSystem.CanSlip(shoes.Owner);
}
return true;
}
public override void OnRemove()
{
var slots = _slotContainers.Keys.ToList();
foreach (var slot in slots)
{
if (TryGetSlotItem(slot, out ItemComponent item))
{
item.Owner.Delete();
}
RemoveSlot(slot);
}
base.OnRemove();
}
public IEnumerable<IEntity> GetAllHeldItems()
{
foreach (var (_, container) in _slotContainers)
{
foreach (var entity in container.ContainedEntities)
{
yield return entity;
}
}
}
/// <summary>
/// Helper to get container name for specified slot on this component
/// </summary>
/// <param name="slot"></param>
/// <returns></returns>
private string GetSlotString(Slots slot)
{
return Name + "_" + Enum.GetName(typeof(Slots), slot);
}
/// <summary>
/// Gets the clothing equipped to the specified slot.
/// </summary>
/// <param name="slot">The slot to get the item for.</param>
/// <returns>Null if the slot is empty, otherwise the item.</returns>
public ItemComponent GetSlotItem(Slots slot)
{
return GetSlotItem<ItemComponent>(slot);
}
public IEnumerable<T> LookupItems<T>() where T: Component
{
return _slotContainers.Values.SelectMany(x => x.ContainedEntities.Select(e => e.GetComponentOrNull<T>()))
.Where(x => x != null);
}
public T GetSlotItem<T>(Slots slot) where T : ItemComponent
{
if (!_slotContainers.ContainsKey(slot))
{
return null;
}
var containedEntity = _slotContainers[slot].ContainedEntity;
if (containedEntity?.Deleted == true)
{
_slotContainers[slot] = null;
containedEntity = null;
Dirty();
}
return containedEntity?.GetComponent<T>();
}
public bool TryGetSlotItem<T>(Slots slot, out T itemComponent) where T : ItemComponent
{
itemComponent = GetSlotItem<T>(slot);
return itemComponent != null;
}
/// <summary>
/// Equips slothing to the specified slot.
/// </summary>
/// <remarks>
/// This will fail if there is already an item in the specified slot.
/// </remarks>
/// <param name="slot">The slot to put the item in.</param>
/// <param name="item">The item to insert into the slot.</param>
/// <param name="mobCheck">Whether to perform an ActionBlocker check to the entity.</param>
/// <param name="reason">The translated reason why the item cannot be equipped, if this function returns false. Can be null.</param>
/// <returns>True if the item was successfully inserted, false otherwise.</returns>
public bool Equip(Slots slot, ItemComponent item, bool mobCheck, out string reason)
{
if (item == null)
{
throw new ArgumentNullException(nameof(item),
"Clothing must be passed here. To remove some clothing from a slot, use Unequip()");
}
if (!CanEquip(slot, item, mobCheck, out reason))
{
return false;
}
var inventorySlot = _slotContainers[slot];
if (!inventorySlot.Insert(item.Owner))
{
return false;
}
_entitySystemManager.GetEntitySystem<InteractionSystem>().EquippedInteraction(Owner, item.Owner, slot);
OnItemChanged?.Invoke();
Dirty();
return true;
}
public bool Equip(Slots slot, ItemComponent item, bool mobCheck = true) => Equip(slot, item, mobCheck, out var _);
public bool Equip(Slots slot, IEntity entity, bool mobCheck = true) => Equip(slot, entity.GetComponent<ItemComponent>(), mobCheck);
/// <summary>
/// Checks whether an item can be put in the specified slot.
/// </summary>
/// <param name="slot">The slot to check for.</param>
/// <param name="item">The item to check for.</param>
/// <param name="reason">The translated reason why the item cannot be equiped, if this function returns false. Can be null.</param>
/// <returns>True if the item can be inserted into the specified slot.</returns>
public bool CanEquip(Slots slot, ItemComponent item, bool mobCheck, out string reason)
{
var pass = false;
reason = null;
if (mobCheck && !ActionBlockerSystem.CanEquip(Owner))
return false;
if (item is ClothingComponent clothing)
{
if (clothing.SlotFlags != SlotFlags.PREVENTEQUIP && (clothing.SlotFlags & SlotMasks[slot]) != 0)
{
pass = true;
}
else
{
reason = Loc.GetString("This doesn't fit.");
}
}
if (Owner.TryGetComponent(out IInventoryController controller))
{
pass = controller.CanEquip(slot, item.Owner, pass, out var controllerReason);
reason = controllerReason ?? reason;
}
if (!pass && reason == null)
{
reason = Loc.GetString("You can't equip this!");
}
return pass && _slotContainers[slot].CanInsert(item.Owner);
}
public bool CanEquip(Slots slot, ItemComponent item, bool mobCheck = true) => CanEquip(slot, item, mobCheck, out var _);
public bool CanEquip(Slots slot, IEntity entity, bool mobCheck = true) => CanEquip(slot, entity.GetComponent<ItemComponent>(), mobCheck);
/// <summary>
/// Drops the item in a slot.
/// </summary>
/// <param name="slot">The slot to drop the item from.</param>
/// <returns>True if an item was dropped, false otherwise.</returns>
/// <param name="mobCheck">Whether to perform an ActionBlocker check to the entity.</param>
public bool Unequip(Slots slot, bool mobCheck = true)
{
if (!CanUnequip(slot, mobCheck))
{
return false;
}
var inventorySlot = _slotContainers[slot];
var entity = inventorySlot.ContainedEntity;
var item = entity.GetComponent<ItemComponent>();
if (!inventorySlot.Remove(entity))
{
return false;
}
// TODO: The item should be dropped to the container our owner is in, if any.
ContainerHelpers.AttachParentToContainerOrGrid(entity.Transform);
_entitySystemManager.GetEntitySystem<InteractionSystem>().UnequippedInteraction(Owner, entity, slot);
OnItemChanged?.Invoke();
Dirty();
return true;
}
public void ForceUnequip(Slots slot)
{
var inventorySlot = _slotContainers[slot];
var entity = inventorySlot.ContainedEntity;
if (entity == null)
{
return;
}
var item = entity.GetComponent<ItemComponent>();
inventorySlot.ForceRemove(entity);
var itemTransform = entity.Transform;
ContainerHelpers.AttachParentToContainerOrGrid(itemTransform);
_entitySystemManager.GetEntitySystem<InteractionSystem>().UnequippedInteraction(Owner, item.Owner, slot);
OnItemChanged?.Invoke();
Dirty();
}
/// <summary>
/// Checks whether an item can be dropped from the specified slot.
/// </summary>
/// <param name="slot">The slot to check for.</param>
/// <param name="mobCheck">Whether to perform an ActionBlocker check to the entity.</param>
/// <returns>
/// True if there is an item in the slot and it can be dropped, false otherwise.
/// </returns>
public bool CanUnequip(Slots slot, bool mobCheck = true)
{
if (mobCheck && !ActionBlockerSystem.CanUnequip(Owner))
return false;
var inventorySlot = _slotContainers[slot];
return inventorySlot.ContainedEntity != null && inventorySlot.CanRemove(inventorySlot.ContainedEntity);
}
/// <summary>
/// Adds a new slot to this inventory component.
/// </summary>
/// <param name="slot">The name of the slot to add.</param>
/// <exception cref="InvalidOperationException">
/// Thrown if the slot with specified name already exists.
/// </exception>
public ContainerSlot AddSlot(Slots slot)
{
if (HasSlot(slot))
{
throw new InvalidOperationException($"Slot '{slot}' already exists.");
}
Dirty();
_slotContainers[slot] = ContainerManagerComponent.Create<ContainerSlot>(GetSlotString(slot), Owner);
OnItemChanged?.Invoke();
return _slotContainers[slot];
}
/// <summary>
/// Removes a slot from this inventory component.
/// </summary>
/// <remarks>
/// If the slot contains an item, the item is dropped.
/// </remarks>
/// <param name="slot">The name of the slot to remove.</param>
public void RemoveSlot(Slots slot)
{
if (!HasSlot(slot))
{
throw new InvalidOperationException($"Slow '{slot}' does not exist.");
}
ForceUnequip(slot);
var container = _slotContainers[slot];
container.Shutdown();
_slotContainers.Remove(slot);
OnItemChanged?.Invoke();
Dirty();
}
/// <summary>
/// Checks whether a slot with the specified name exists.
/// </summary>
/// <param name="slot">The slot name to check.</param>
/// <returns>True if the slot exists, false otherwise.</returns>
public bool HasSlot(Slots slot)
{
return _slotContainers.ContainsKey(slot);
}
/// <summary>
/// The underlying Container System just notified us that an entity was removed from it.
/// We need to make sure we process that removed entity as being unequipped from the slot.
/// </summary>
private void ForceUnequip(IContainer container, IEntity entity)
{
// make sure this is one of our containers.
// Technically the correct way would be to enumerate the possible slot names
// comparing with this container, but I might as well put the dictionary to good use.
if (!(container is ContainerSlot slot) || !_slotContainers.ContainsValue(slot))
return;
if (entity.TryGetComponent(out ItemComponent itemComp))
{
itemComp.RemovedFromSlot();
}
OnItemChanged?.Invoke();
Dirty();
}
/// <summary>
/// Message that tells us to equip or unequip items from the inventory slots
/// </summary>
/// <param name="msg"></param>
private void HandleInventoryMessage(ClientInventoryMessage msg)
{
switch (msg.Updatetype)
{
case ClientInventoryUpdate.Equip:
{
var hands = Owner.GetComponent<HandsComponent>();
var activeHand = hands.GetActiveHand;
if (activeHand != null && activeHand.Owner.TryGetComponent(out ItemComponent clothing))
{
hands.Drop(hands.ActiveHand, doDropInteraction:false);
if (!Equip(msg.Inventoryslot, clothing, true, out var reason))
{
hands.PutInHand(clothing);
if (reason != null)
Owner.PopupMessageCursor(reason);
}
}
break;
}
case ClientInventoryUpdate.Use:
{
var interactionSystem = _entitySystemManager.GetEntitySystem<InteractionSystem>();
var hands = Owner.GetComponent<HandsComponent>();
var activeHand = hands.GetActiveHand;
var itemContainedInSlot = GetSlotItem(msg.Inventoryslot);
if (itemContainedInSlot != null)
{
if (activeHand != null)
{
_ = interactionSystem.Interaction(Owner, activeHand.Owner, itemContainedInSlot.Owner,
new EntityCoordinates());
}
else if (Unequip(msg.Inventoryslot))
{
hands.PutInHand(itemContainedInSlot);
}
}
break;
}
case ClientInventoryUpdate.Hover:
{
var hands = Owner.GetComponent<HandsComponent>();
var activeHand = hands.GetActiveHand;
if (activeHand != null && GetSlotItem(msg.Inventoryslot) == null)
{
var canEquip = CanEquip(msg.Inventoryslot, activeHand, true, out var reason);
_hoverEntity = new KeyValuePair<Slots, (EntityUid entity, bool fits)>(msg.Inventoryslot, (activeHand.Owner.Uid, canEquip));
Dirty();
}
break;
}
}
}
/// <inheritdoc />
public override void HandleMessage(ComponentMessage message, IComponent component)
{
base.HandleMessage(message, component);
switch (message)
{
case ContainerContentsModifiedMessage msg:
if (msg.Removed)
ForceUnequip(msg.Container, msg.Entity);
break;
default:
break;
}
}
/// <inheritdoc />
public override void HandleNetworkMessage(ComponentMessage message, INetChannel netChannel, ICommonSession session = null)
{
base.HandleNetworkMessage(message, netChannel, session);
if (session == null)
{
throw new ArgumentNullException(nameof(session));
}
switch (message)
{
case ClientInventoryMessage msg:
var playerentity = session.AttachedEntity;
if (playerentity == Owner)
HandleInventoryMessage(msg);
break;
case OpenSlotStorageUIMessage msg:
if (!HasSlot(msg.Slot)) // client input sanitization
return;
var item = GetSlotItem(msg.Slot);
if (item != null && item.Owner.TryGetComponent(out ServerStorageComponent storage))
storage.OpenStorageUI(Owner);
break;
}
}
public override ComponentState GetComponentState()
{
var list = new List<KeyValuePair<Slots, EntityUid>>();
foreach (var (slot, container) in _slotContainers)
{
if (container != null && container.ContainedEntity != null)
{
list.Add(new KeyValuePair<Slots, EntityUid>(slot, container.ContainedEntity.Uid));
}
}
var hover = _hoverEntity;
_hoverEntity = null;
return new InventoryComponentState(list, hover);
}
void IExAct.OnExplosion(ExplosionEventArgs eventArgs)
{
if (eventArgs.Severity < ExplosionSeverity.Heavy)
{
return;
}
foreach (var slot in _slotContainers.Values.ToList())
{
foreach (var entity in slot.ContainedEntities)
{
var exActs = entity.GetAllComponents<IExAct>().ToList();
foreach (var exAct in exActs)
{
exAct.OnExplosion(eventArgs);
}
}
}
}
}
}