* Everything but the submodule * stuff I forgot * heat * missed lights * behonky * LocId * I guess it was a skill issue? * predicted audio * It works with lights now * Borg equality * Gorilla gauntlet grants protection from anomaly returned damage when attacking it * woops, there we go * NONE * Use DamageModifierSets, remove Behonker damage * Reviews dealt with --------- Co-authored-by: plykiya <plykiya@protonmail.com>
263 lines
8.7 KiB
C#
263 lines
8.7 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using Content.Shared.Inventory.Events;
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using Content.Shared.Storage;
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using Robust.Shared.Containers;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Utility;
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namespace Content.Shared.Inventory;
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public partial class InventorySystem : EntitySystem
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IViewVariablesManager _vvm = default!;
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private void InitializeSlots()
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{
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SubscribeLocalEvent<InventoryComponent, ComponentInit>(OnInit);
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SubscribeAllEvent<OpenSlotStorageNetworkMessage>(OnOpenSlotStorage);
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_vvm.GetTypeHandler<InventoryComponent>()
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.AddHandler(HandleViewVariablesSlots, ListViewVariablesSlots);
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}
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private void ShutdownSlots()
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{
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_vvm.GetTypeHandler<InventoryComponent>()
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.RemoveHandler(HandleViewVariablesSlots, ListViewVariablesSlots);
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}
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/// <summary>
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/// Tries to find an entity in the specified slot with the specified component.
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/// </summary>
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public bool TryGetInventoryEntity<T>(Entity<InventoryComponent?> entity, out Entity<T?> target)
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where T : IComponent, IClothingSlots
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{
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if (TryGetContainerSlotEnumerator(entity.Owner, out var containerSlotEnumerator))
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{
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while (containerSlotEnumerator.NextItem(out var item, out var slot))
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{
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if (!TryComp<T>(item, out var required))
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continue;
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if ((((IClothingSlots) required).Slots & slot.SlotFlags) == 0x0)
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continue;
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target = (item, required);
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return true;
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}
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}
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target = EntityUid.Invalid;
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return false;
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}
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protected virtual void OnInit(EntityUid uid, InventoryComponent component, ComponentInit args)
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{
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if (!_prototypeManager.TryIndex(component.TemplateId, out InventoryTemplatePrototype? invTemplate))
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return;
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component.Slots = invTemplate.Slots;
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component.Containers = new ContainerSlot[component.Slots.Length];
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for (var i = 0; i < component.Containers.Length; i++)
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{
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var slot = component.Slots[i];
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var container = _containerSystem.EnsureContainer<ContainerSlot>(uid, slot.Name);
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container.OccludesLight = false;
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component.Containers[i] = container;
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}
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}
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private void OnOpenSlotStorage(OpenSlotStorageNetworkMessage ev, EntitySessionEventArgs args)
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{
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if (args.SenderSession.AttachedEntity is not { Valid: true } uid)
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return;
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if (TryGetSlotEntity(uid, ev.Slot, out var entityUid) && TryComp<StorageComponent>(entityUid, out var storageComponent))
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{
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_storageSystem.OpenStorageUI(entityUid.Value, uid, storageComponent, false);
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}
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}
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public bool TryGetSlotContainer(EntityUid uid, string slot, [NotNullWhen(true)] out ContainerSlot? containerSlot, [NotNullWhen(true)] out SlotDefinition? slotDefinition,
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InventoryComponent? inventory = null, ContainerManagerComponent? containerComp = null)
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{
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containerSlot = null;
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slotDefinition = null;
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if (!Resolve(uid, ref inventory, ref containerComp, false))
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return false;
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if (!TryGetSlot(uid, slot, out slotDefinition, inventory: inventory))
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return false;
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if (!_containerSystem.TryGetContainer(uid, slotDefinition.Name, out var container, containerComp))
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{
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if (inventory.LifeStage >= ComponentLifeStage.Initialized)
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Log.Error($"Missing inventory container {slot} on entity {ToPrettyString(uid)}");
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return false;
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}
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if (container is not ContainerSlot containerSlotChecked)
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return false;
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containerSlot = containerSlotChecked;
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return true;
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}
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public bool HasSlot(EntityUid uid, string slot, InventoryComponent? component = null) =>
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TryGetSlot(uid, slot, out _, component);
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public bool TryGetSlot(EntityUid uid, string slot, [NotNullWhen(true)] out SlotDefinition? slotDefinition, InventoryComponent? inventory = null)
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{
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slotDefinition = null;
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if (!Resolve(uid, ref inventory, false))
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return false;
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foreach (var slotDef in inventory.Slots)
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{
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if (!slotDef.Name.Equals(slot))
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continue;
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slotDefinition = slotDef;
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return true;
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}
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return false;
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}
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public bool TryGetContainerSlotEnumerator(Entity<InventoryComponent?> entity, out InventorySlotEnumerator containerSlotEnumerator, SlotFlags flags = SlotFlags.All)
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{
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if (!Resolve(entity.Owner, ref entity.Comp, false))
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{
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containerSlotEnumerator = default;
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return false;
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}
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containerSlotEnumerator = new InventorySlotEnumerator(entity.Comp, flags);
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return true;
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}
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public InventorySlotEnumerator GetSlotEnumerator(Entity<InventoryComponent?> entity, SlotFlags flags = SlotFlags.All)
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{
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if (!Resolve(entity.Owner, ref entity.Comp, false))
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return InventorySlotEnumerator.Empty;
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return new InventorySlotEnumerator(entity.Comp, flags);
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}
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public bool TryGetSlots(EntityUid uid, [NotNullWhen(true)] out SlotDefinition[]? slotDefinitions)
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{
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if (!TryComp(uid, out InventoryComponent? inv))
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{
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slotDefinitions = null;
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return false;
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}
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slotDefinitions = inv.Slots;
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return true;
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}
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private ViewVariablesPath? HandleViewVariablesSlots(EntityUid uid, InventoryComponent comp, string relativePath)
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{
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return TryGetSlotEntity(uid, relativePath, out var entity, comp)
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? ViewVariablesPath.FromObject(entity)
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: null;
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}
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private IEnumerable<string> ListViewVariablesSlots(EntityUid uid, InventoryComponent comp)
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{
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foreach (var slotDef in comp.Slots)
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{
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yield return slotDef.Name;
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}
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}
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/// <summary>
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/// Enumerator for iterating over an inventory's slot containers. Also has methods that skip empty containers.
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/// It should be safe to add or remove items while enumerating.
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/// </summary>
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public struct InventorySlotEnumerator
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{
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private readonly SlotDefinition[] _slots;
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private readonly ContainerSlot[] _containers;
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private readonly SlotFlags _flags;
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private int _nextIdx = 0;
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public static InventorySlotEnumerator Empty = new(Array.Empty<SlotDefinition>(), Array.Empty<ContainerSlot>());
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public InventorySlotEnumerator(InventoryComponent inventory, SlotFlags flags = SlotFlags.All)
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: this(inventory.Slots, inventory.Containers, flags)
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{
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}
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public InventorySlotEnumerator(SlotDefinition[] slots, ContainerSlot[] containers, SlotFlags flags = SlotFlags.All)
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{
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DebugTools.Assert(flags != SlotFlags.NONE);
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DebugTools.AssertEqual(slots.Length, containers.Length);
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_flags = flags;
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_slots = slots;
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_containers = containers;
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}
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public bool MoveNext([NotNullWhen(true)] out ContainerSlot? container)
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{
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while (_nextIdx < _slots.Length)
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{
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var i = _nextIdx++;
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var slot = _slots[i];
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if ((slot.SlotFlags & _flags) == 0)
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continue;
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container = _containers[i];
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return true;
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}
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container = null;
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return false;
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}
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public bool NextItem(out EntityUid item)
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{
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while (_nextIdx < _slots.Length)
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{
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var i = _nextIdx++;
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var slot = _slots[i];
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if ((slot.SlotFlags & _flags) == 0)
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continue;
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var container = _containers[i];
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if (container.ContainedEntity is { } uid)
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{
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item = uid;
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return true;
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}
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}
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item = default;
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return false;
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}
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public bool NextItem(out EntityUid item, [NotNullWhen(true)] out SlotDefinition? slot)
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{
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while (_nextIdx < _slots.Length)
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{
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var i = _nextIdx++;
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slot = _slots[i];
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if ((slot.SlotFlags & _flags) == 0)
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continue;
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var container = _containers[i];
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if (container.ContainedEntity is { } uid)
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{
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item = uid;
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return true;
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}
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}
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item = default;
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slot = null;
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return false;
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}
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}
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}
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