Files
tbd-station-14/Content.Server/PDA/PDAExtensions.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

83 lines
2.9 KiB
C#

using System.Diagnostics.CodeAnalysis;
using Content.Server.Hands.Components;
using Content.Shared.Access.Components;
using Content.Shared.Inventory;
using Content.Shared.PDA;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
namespace Content.Server.PDA
{
public static class PdaExtensions
{
/// <summary>
/// Gets the id that a player is holding in their hands or inventory.
/// Order: Hands > ID slot > PDA in ID slot
/// </summary>
/// <param name="player">The player to check in.</param>
/// <returns>The id card component.</returns>
public static IdCardComponent? GetHeldId(this EntityUid player)
{
IdCardComponent? foundPDAId = null;
var entMan = IoCManager.Resolve<IEntityManager>();
if (entMan.TryGetComponent(player, out HandsComponent? hands))
{
foreach (var item in hands.GetAllHeldItems())
{
if (entMan.TryGetComponent(item.Owner, out PDAComponent? pda) &&
pda.ContainedID != null)
{
foundPDAId = pda.ContainedID;
}
if (entMan.TryGetComponent(item.Owner, out IdCardComponent? card))
{
return card;
}
}
}
if (foundPDAId != null) return foundPDAId;
var invSystem = EntitySystem.Get<InventorySystem>();
if (invSystem.TryGetContainerSlotEnumerator(player, out var enumerator))
{
while (enumerator.MoveNext(out var containerSlot))
{
if(!containerSlot.ContainedEntity.HasValue) continue;
if (entMan.TryGetComponent(containerSlot.ContainedEntity.Value, out PDAComponent? pda) &&
pda.ContainedID != null)
{
foundPDAId = pda.ContainedID;
}
if (entMan.TryGetComponent(containerSlot.ContainedEntity.Value, out IdCardComponent? card))
{
return card;
}
}
}
if (foundPDAId != null) return foundPDAId;
return null;
}
/// <summary>
/// Gets the id that a player is holding in their hands or inventory.
/// Order: Hands > ID slot > PDA in ID slot
/// </summary>
/// <param name="player">The player to check in.</param>
/// <param name="id">The id card component.</param>
/// <returns>true if found, false otherwise.</returns>
public static bool TryGetHeldId(this EntityUid player, [NotNullWhen(true)] out IdCardComponent? id)
{
return (id = player.GetHeldId()) != null;
}
}
}