207 lines
9.0 KiB
C#
207 lines
9.0 KiB
C#
using Content.Shared.Sound;
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using Content.Shared.Whitelist;
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using Robust.Shared.Analyzers;
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using Robust.Shared.Audio;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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using Robust.Shared.ViewVariables;
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using System;
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using System.Collections.Generic;
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namespace Content.Shared.Containers.ItemSlots
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{
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/// <summary>
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/// Used for entities that can hold items in different slots. Needed by ItemSlotSystem to support basic
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/// insert/eject interactions.
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/// </summary>
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[RegisterComponent]
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[Friend(typeof(ItemSlotsSystem))]
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public sealed class ItemSlotsComponent : Component
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{
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/// <summary>
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/// The dictionary that stores all of the item slots whose interactions will be managed by the <see
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/// cref="ItemSlotsSystem"/>.
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/// </summary>
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[DataField("slots", readOnly:true)]
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public readonly Dictionary<string, ItemSlot> Slots = new();
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// There are two ways to use item slots:
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//
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// #1 - Give your component an ItemSlot datafield, and add/remove the item slot through the ItemSlotsSystem on
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// component init/remove.
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//
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// #2 - Give your component a key string datafield, and make sure that every entity with that component also has
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// an ItemSlots component with a matching key. Then use ItemSlots system to get the slot with this key whenever
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// you need it, or just get a reference to the slot on init and store it. This is how generic entity containers
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// are usually used.
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//
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// In order to avoid #1 leading to duplicate slots when saving a map, the Slots dictionary is a read-only
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// datafield. This means that if your system/component dynamically changes the item slot (e.g., updating
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// whitelist or whatever), you should use #1. Alternatively: split the Slots dictionary here into two: one
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// datafield, one that is actually used by the ItemSlotsSystem for keeping track of slots.
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}
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[Serializable, NetSerializable]
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public sealed class ItemSlotsComponentState : ComponentState
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{
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public readonly Dictionary<string, bool> SlotLocked;
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public ItemSlotsComponentState(Dictionary<string, ItemSlot> slots)
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{
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SlotLocked = new(slots.Count);
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foreach (var (key, slot) in slots)
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{
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SlotLocked[key] = slot.Locked;
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}
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}
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}
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/// <summary>
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/// This is effectively a wrapper for a ContainerSlot that adds content functionality like entity whitelists and
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/// insert/eject sounds.
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/// </summary>
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[DataDefinition]
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[Friend(typeof(ItemSlotsSystem))]
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public sealed class ItemSlot
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{
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[DataField("whitelist")]
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public EntityWhitelist? Whitelist;
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[DataField("insertSound")]
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public SoundSpecifier InsertSound = new SoundPathSpecifier("/Audio/Weapons/Guns/MagIn/revolver_magin.ogg");
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[DataField("ejectSound")]
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public SoundSpecifier EjectSound = new SoundPathSpecifier("/Audio/Weapons/Guns/MagOut/revolver_magout.ogg");
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/// <summary>
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/// Options used for playing the insert/eject sounds.
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/// </summary>
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[DataField("soundOptions")]
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public AudioParams SoundOptions = AudioParams.Default;
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/// <summary>
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/// The name of this item slot. This will be shown to the user in the verb menu.
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/// </summary>
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/// <remarks>
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/// This will be passed through Loc.GetString. If the name is an empty string, then verbs will use the name
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/// of the currently held or currently inserted entity instead.
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/// </remarks>
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[DataField("name", readOnly: true)]
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public string Name = string.Empty;
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/// <summary>
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/// The entity prototype that is spawned into this slot on map init.
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/// </summary>
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/// <remarks>
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/// Marked as readOnly because some components (e.g. PowerCellSlot) set the starting item based on some
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/// property of that component (e.g., cell slot size category), and this can lead to unnecessary changes
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/// when mapping.
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/// </remarks>
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[DataField("startingItem", readOnly: true, customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
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public string? StartingItem;
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/// <summary>
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/// Whether or not an item can currently be ejected or inserted from this slot.
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/// </summary>
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/// <remarks>
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/// This doesn't have to mean the slot is somehow physically locked. In the case of the item cabinet, the
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/// cabinet may simply be closed at the moment and needs to be opened first.
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/// </remarks>
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[DataField("locked", readOnly: true)]
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[ViewVariables(VVAccess.ReadWrite)]
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public bool Locked = false;
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/// <summary>
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/// Whether the item slots system will attempt to insert item from the user's hands into this slot when interacted with.
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/// It doesn't block other insertion methods, like verbs.
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/// </summary>
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[DataField("insertOnInteract")]
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public bool InsertOnInteract = true;
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/// <summary>
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/// Whether the item slots system will attempt to eject this item to the user's hands when interacted with.
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/// </summary>
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/// <remarks>
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/// For most item slots, this is probably not the case (eject is usually an alt-click interaction). But
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/// there are some exceptions. For example item cabinets and charging stations should probably eject their
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/// contents when clicked on normally.
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/// </remarks>
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[DataField("ejectOnInteract")]
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public bool EjectOnInteract = false;
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/// <summary>
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/// If true, and if this slot is attached to an item, then it will attempt to eject slot when to the slot is
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/// used in the user's hands.
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/// </summary>
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/// <remarks>
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/// Desirable for things like ranged weapons ('Z' to eject), but not desirable for others (e.g., PDA uses
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/// 'Z' to open UI). Unlike <see cref="EjectOnInteract"/>, this will not make any changes to the context
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/// menu, nor will it disable alt-click interactions.
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/// </remarks>
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[DataField("ejectOnUse")]
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public bool EjectOnUse = false;
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/// <summary>
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/// Override the insert verb text. Defaults to using the slot's name (if specified) or the name of the
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/// targeted item. If specified, the verb will not be added to the default insert verb category.
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/// </summary>
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[DataField("insertVerbText")]
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public string? InsertVerbText;
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/// <summary>
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/// Override the eject verb text. Defaults to using the slot's name (if specified) or the name of the
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/// targeted item. If specified, the verb will not be added to the default eject verb category
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/// </summary>
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[DataField("ejectVerbText")]
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public string? EjectVerbText;
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[ViewVariables]
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public ContainerSlot? ContainerSlot = default!;
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/// <summary>
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/// If this slot belongs to some de-constructible component, should the item inside the slot be ejected upon
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/// deconstruction?
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/// </summary>
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/// <remarks>
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/// The actual deconstruction logic is handled by the server-side EmptyOnMachineDeconstructSystem.
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/// </remarks>
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[DataField("ejectOnDeconstruct")]
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public bool EjectOnDeconstruct = true;
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/// <summary>
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/// If this slot belongs to some breakable or destructible entity, should the item inside the slot be
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/// ejected when it is broken or destroyed?
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/// </summary>
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[DataField("ejectOnBreak")]
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public bool EjectOnBreak = false;
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/// <summary>
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/// If this is not an empty string, this will generate a popup when someone attempts to insert a bad item
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/// into this slot. This string will be passed through localization.
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/// </summary>
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[DataField("whitelistFailPopup")]
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public string WhitelistFailPopup = string.Empty;
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/// <summary>
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/// If the user interacts with an entity with an already-filled item slot, should they attempt to swap out the item?
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/// </summary>
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/// <remarks>
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/// Useful for things like chem dispensers, but undesirable for things like the ID card console, where you
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/// want to insert more than one item that matches the same whitelist.
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/// </remarks>
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[DataField("swap")]
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public bool Swap = true;
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public string? ID => ContainerSlot?.ID;
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// Convenience properties
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public bool HasItem => ContainerSlot?.ContainedEntity != null;
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public EntityUid? Item => ContainerSlot?.ContainedEntity;
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}
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}
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