* Initial Pass, Rev, Thief * Zombie initial pass * Rebase, Traitor * Nukeops, More overloads * Revert RevolutionaryRuleComponent * Use TryRoundStartAttempt, Rewrite nukie spawning * Comments, Add task scheduler to GameRuleSystem * Zombie initial testing done * Sort methods, rework GameRuleTask * Add CCVar, Initial testing continues * Might as well get rid of the obsolete logging * Oops, i dont know how to log apparently * Suggested formatting fixes * Suggested changes * Fix merge issues * Minor optimisation * Allowed thief to choose other antags * Review changes * Spawn items on floor first, then inserting * minor tweaks * Shift as much as possible to ProtoId<> * Remove unneeded * Add exclusive antag attribute * Fix merge issues * Minor formatting fix * Convert to struct * Cleanup * Review cleanup (need to test a lot) * Some fixes, (mostly) tested * oop * Pass tests (for real) --------- Co-authored-by: Rainfall <rainfey0+git@gmail.com> Co-authored-by: AJCM <AJCM@tutanota.com>
145 lines
5.1 KiB
C#
145 lines
5.1 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using Content.Shared.Hands.Components;
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using Content.Shared.Storage.EntitySystems;
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using Robust.Shared.Containers;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.Inventory;
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public partial class InventorySystem
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{
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[Dependency] private readonly SharedStorageSystem _storageSystem = default!;
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/// <summary>
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/// Yields all entities in hands or inventory slots with the specific flags.
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/// </summary>
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public IEnumerable<EntityUid> GetHandOrInventoryEntities(Entity<HandsComponent?, InventoryComponent?> user, SlotFlags flags = SlotFlags.All)
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{
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if (Resolve(user.Owner, ref user.Comp1, false))
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{
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foreach (var hand in user.Comp1.Hands.Values)
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{
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if (hand.HeldEntity == null)
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continue;
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yield return hand.HeldEntity.Value;
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}
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}
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if (!Resolve(user.Owner, ref user.Comp2, false))
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yield break;
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var slotEnumerator = new InventorySlotEnumerator(user.Comp2, flags);
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while (slotEnumerator.NextItem(out var item))
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{
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yield return item;
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}
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}
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/// <summary>
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/// Returns the definition of the inventory slot that the given entity is currently in..
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/// </summary>
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public bool TryGetContainingSlot(Entity<TransformComponent?, MetaDataComponent?> entity, [NotNullWhen(true)] out SlotDefinition? slot)
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{
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if (!_containerSystem.TryGetContainingContainer(entity.Owner, out var container, entity.Comp2, entity.Comp1))
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{
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slot = null;
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return false;
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}
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return TryGetSlot(container.Owner, container.ID, out slot);
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}
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/// <summary>
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/// Returns true if the given entity is equipped to an inventory slot with the given inventory slot flags.
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/// </summary>
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public bool InSlotWithFlags(Entity<TransformComponent?, MetaDataComponent?> entity, SlotFlags flags)
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{
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return TryGetContainingSlot(entity, out var slot)
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&& (slot.SlotFlags & flags) == flags;
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}
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public bool SpawnItemInSlot(EntityUid uid, string slot, string prototype, bool silent = false, bool force = false, InventoryComponent? inventory = null)
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{
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if (!Resolve(uid, ref inventory, false))
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return false;
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// Let's do nothing if the owner of the inventory has been deleted.
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if (Deleted(uid))
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return false;
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// If we don't have that slot or there's already an item there, we do nothing.
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if (!HasSlot(uid, slot) || TryGetSlotEntity(uid, slot, out _, inventory))
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return false;
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// If the prototype in question doesn't exist, we do nothing.
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if (!_prototypeManager.HasIndex<EntityPrototype>(prototype))
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return false;
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// Let's spawn this first...
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var item = EntityManager.SpawnEntity(prototype, Transform(uid).Coordinates);
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// Helper method that deletes the item and returns false.
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bool DeleteItem()
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{
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EntityManager.DeleteEntity(item);
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return false;
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}
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// We finally try to equip the item, otherwise we delete it.
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return TryEquip(uid, item, slot, silent, force) || DeleteItem();
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}
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/// <summary>
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/// Will attempt to spawn a list of items inside of an entities bag, pockets, hands or nearby
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/// </summary>
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/// <param name="entity">The entity that you want to spawn an item on</param>
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/// <param name="items">A list of prototype IDs that you want to spawn in the bag.</param>
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public void SpawnItemsOnEntity(EntityUid entity, List<EntProtoId> items)
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{
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foreach (var item in items)
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{
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SpawnItemOnEntity(entity, item);
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}
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}
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/// <summary>
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/// Will attempt to spawn an item inside of an entities bag, pockets, hands or nearby
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/// </summary>
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/// <param name="entity">The entity that you want to spawn an item on</param>
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/// <param name="item">The prototype ID that you want to spawn in the bag.</param>
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public void SpawnItemOnEntity(EntityUid entity, EntProtoId item)
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{
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//Transform() throws error if TransformComponent doesnt exist
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if (!HasComp<TransformComponent>(entity))
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return;
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var xform = Transform(entity);
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var mapCoords = _transform.GetMapCoordinates(xform);
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var itemToSpawn = Spawn(item, mapCoords);
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//Try insert into the backpack
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if (TryGetSlotContainer(entity, "back", out var backSlot, out _)
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&& backSlot.ContainedEntity.HasValue
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&& _storageSystem.Insert(backSlot.ContainedEntity.Value, itemToSpawn, out _)
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)
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return;
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//Try insert into pockets
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if (TryGetSlotContainer(entity, "pocket1", out var pocket1, out _)
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&& _containerSystem.Insert(itemToSpawn, pocket1)
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)
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return;
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if (TryGetSlotContainer(entity, "pocket2", out var pocket2, out _)
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&& _containerSystem.Insert(itemToSpawn, pocket2)
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)
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return;
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//Try insert into hands, or drop on the floor
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_handsSystem.PickupOrDrop(entity, itemToSpawn, false);
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}
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}
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