Files
tbd-station-14/Content.Shared/Strip/Components/SharedStrippableComponent.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

87 lines
2.5 KiB
C#

using System;
using System.Collections.Generic;
using Content.Shared.ActionBlocker;
using Content.Shared.DragDrop;
using Content.Shared.Hands.Components;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Serialization;
namespace Content.Shared.Strip.Components
{
public abstract class SharedStrippableComponent : Component, IDraggable
{
public override string Name => "Strippable";
public bool CanBeStripped(EntityUid by)
{
return by != Owner
&& IoCManager.Resolve<IEntityManager>().HasComponent<SharedHandsComponent>(@by)
&& EntitySystem.Get<ActionBlockerSystem>().CanInteract(@by);
}
bool IDraggable.CanDrop(CanDropEvent args)
{
return args.Target != args.Dragged
&& args.Target == args.User
&& CanBeStripped(args.User);
}
public abstract bool Drop(DragDropEvent args);
[NetSerializable, Serializable]
public enum StrippingUiKey
{
Key,
}
}
[NetSerializable, Serializable]
public class StrippingInventoryButtonPressed : BoundUserInterfaceMessage
{
public string Slot { get; }
public StrippingInventoryButtonPressed(string slot)
{
Slot = slot;
}
}
[NetSerializable, Serializable]
public class StrippingHandButtonPressed : BoundUserInterfaceMessage
{
public string Hand { get; }
public StrippingHandButtonPressed(string hand)
{
Hand = hand;
}
}
[NetSerializable, Serializable]
public class StrippingHandcuffButtonPressed : BoundUserInterfaceMessage
{
public EntityUid Handcuff { get; }
public StrippingHandcuffButtonPressed(EntityUid handcuff)
{
Handcuff = handcuff;
}
}
[NetSerializable, Serializable]
public class StrippingBoundUserInterfaceState : BoundUserInterfaceState
{
public Dictionary<(string ID, string Name), string> Inventory { get; }
public Dictionary<string, string> Hands { get; }
public Dictionary<EntityUid, string> Handcuffs { get; }
public StrippingBoundUserInterfaceState(Dictionary<(string ID, string Name), string> inventory, Dictionary<string, string> hands, Dictionary<EntityUid, string> handcuffs)
{
Inventory = inventory;
Hands = hands;
Handcuffs = handcuffs;
}
}
}