Files
tbd-station-14/Content.Server/GameObjects/Components/GUI/InventoryComponent.cs
clusterfack c33c227d95 Inventories (#61)
* Bully the fuck out of inventory shit
Inventory Stuff
Inventories technically work
It works technicaly speaking
Yeah this part too
Lets do it!
Inventories completed
Motherfucker

* Remove unnecessary usings and fix one thing

* Submodule update

* Adds a bunch of various clothing prototypes for each current inventory slot
2018-04-25 13:42:35 +02:00

274 lines
10 KiB
C#

using SS14.Server.GameObjects;
using SS14.Server.GameObjects.Components.Container;
using System;
using System.Collections.Generic;
using Content.Shared.GameObjects;
using static Content.Shared.GameObjects.Components.Inventory.EquipmentSlotDefines;
using SS14.Shared.GameObjects;
using SS14.Shared.Interfaces.GameObjects;
using SS14.Shared.Interfaces.Network;
using static Content.Shared.GameObjects.SharedInventoryComponent.ClientInventoryMessage;
using static Content.Shared.GameObjects.SharedInventoryComponent.ServerInventoryMessage;
using SS14.Shared.IoC;
using SS14.Server.Interfaces.Player;
using SS14.Shared.GameObjects.Serialization;
using SS14.Shared.ContentPack;
namespace Content.Server.GameObjects
{
public class InventoryComponent : SharedInventoryComponent
{
private Dictionary<Slots, ContainerSlot> SlotContainers = new Dictionary<Slots, ContainerSlot>();
string TemplateName = "HumanInventory"; //stored for serialization purposes
public override void ExposeData(EntitySerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(ref TemplateName, "Template", "HumanInventory");
CreateInventory(TemplateName);
}
private void CreateInventory(string TemplateName)
{
Type type = AppDomain.CurrentDomain.GetAssemblyByName("Content.Shared").GetType("Content.Shared.GameObjects." + TemplateName);
Inventory inventory = (Inventory)Activator.CreateInstance(type);
foreach (Slots slotnames in inventory.SlotMasks)
{
if(slotnames != Slots.NONE)
{
var newslot = AddSlot(slotnames);
}
}
}
public override void OnRemove()
{
foreach (var slot in SlotContainers.Keys)
{
RemoveSlot(slot);
}
base.OnRemove();
}
/// <summary>
/// Helper to get container name for specified slot on this component
/// </summary>
/// <param name="slot"></param>
/// <returns></returns>
private string GetSlotString(Slots slot)
{
return Name + "_" + Enum.GetName(typeof(Slots), slot);
}
/// <summary>
/// Gets the clothing equipped to the specified slot.
/// </summary>
/// <param name="slot">The slot to get the item for.</param>
/// <returns>Null if the slot is empty, otherwise the item.</returns>
public ItemComponent GetSlotItem(Slots slot)
{
return SlotContainers[slot].ContainedEntity?.GetComponent<ItemComponent>();
}
/// <summary>
/// Equips slothing to the specified slot.
/// </summary>
/// <remarks>
/// This will fail if there is already an item in the specified slot.
/// </remarks>
/// <param name="slot">The slot to put the item in.</param>
/// <param name="clothing">The item to insert into the slot.</param>
/// <returns>True if the item was successfully inserted, false otherwise.</returns>
public bool Equip(Slots slot, ClothingComponent clothing)
{
if (clothing == null)
{
throw new ArgumentNullException(nameof(clothing), "Clothing must be passed here. To remove some clothing from a slot, use Unequip()");
}
if(clothing.SlotFlags == SlotFlags.PREVENTEQUIP //Flag to prevent equipping at all
|| (clothing.SlotFlags & SlotMasks[slot]) == 0) //Does the clothing flag have any of our requested slot flags
{
return false;
}
var inventorySlot = SlotContainers[slot];
if (!inventorySlot.Insert(clothing.Owner))
{
return false;
}
clothing.EquippedToSlot(inventorySlot);
var UIupdatemessage = new ServerInventoryMessage()
{
Inventoryslot = slot,
EntityUid = clothing.Owner.Uid,
Updatetype = ServerInventoryUpdate.Addition
};
SendNetworkMessage(UIupdatemessage);
return true;
}
/// <summary>
/// Checks whether an item can be put in the specified slot.
/// </summary>
/// <param name="slot">The slot to check for.</param>
/// <param name="item">The item to check for.</param>
/// <returns>True if the item can be inserted into the specified slot.</returns>
public bool CanEquip(Slots slot, ClothingComponent item)
{
return SlotContainers[slot].CanInsert(item.Owner);
}
/// <summary>
/// Drops the item in a slot.
/// </summary>
/// <param name="slot">The slot to drop the item from.</param>
/// <returns>True if an item was dropped, false otherwise.</returns>
public bool Unequip(Slots slot)
{
if (!CanUnequip(slot))
{
return false;
}
var inventorySlot = SlotContainers[slot];
var item = inventorySlot.ContainedEntity.GetComponent<ItemComponent>();
if (!inventorySlot.Remove(inventorySlot.ContainedEntity))
{
return false;
}
var UIupdatemessage = new ServerInventoryMessage()
{
Inventoryslot = slot,
EntityUid = item.Owner.Uid,
Updatetype = ServerInventoryUpdate.Removal
};
SendNetworkMessage(UIupdatemessage);
item.RemovedFromSlot();
// TODO: The item should be dropped to the container our owner is in, if any.
var itemTransform = item.Owner.GetComponent<TransformComponent>();
itemTransform.LocalPosition = Owner.GetComponent<TransformComponent>().LocalPosition;
return true;
}
/// <summary>
/// Checks whether an item can be dropped from the specified slot.
/// </summary>
/// <param name="slot">The slot to check for.</param>
/// <returns>
/// True if there is an item in the slot and it can be dropped, false otherwise.
/// </returns>
public bool CanUnequip(Slots slot)
{
var InventorySlot = SlotContainers[slot];
return InventorySlot.ContainedEntity != null && InventorySlot.CanRemove(InventorySlot.ContainedEntity);
}
/// <summary>
/// Adds a new slot to this inventory component.
/// </summary>
/// <param name="slot">The name of the slot to add.</param>
/// <exception cref="InvalidOperationException">
/// Thrown if the slot with specified name already exists.
/// </exception>
public ContainerSlot AddSlot(Slots slot)
{
if (HasSlot(slot))
{
throw new InvalidOperationException($"Slot '{slot}' already exists.");
}
return SlotContainers[slot] = ContainerManagerComponent.Create<ContainerSlot>(GetSlotString(slot), Owner);
}
/// <summary>
/// Removes a slot from this inventory component.
/// </summary>
/// <remarks>
/// If the slot contains an item, the item is dropped.
/// </remarks>
/// <param name="slot">The name of the slot to remove.</param>
public void RemoveSlot(Slots slot)
{
if (!HasSlot(slot))
{
throw new InvalidOperationException($"Slow '{slot}' does not exist.");
}
if (GetSlotItem(slot) != null && !Unequip(slot))
{
// TODO: Handle this potential failiure better.
throw new InvalidOperationException("Unable to remove slot as the contained clothing could not be dropped");
}
SlotContainers.Remove(slot);
}
/// <summary>
/// Checks whether a slot with the specified name exists.
/// </summary>
/// <param name="slot">The slot name to check.</param>
/// <returns>True if the slot exists, false otherwise.</returns>
public bool HasSlot(Slots slot)
{
return SlotContainers.ContainsKey(slot);
}
/// <summary>
/// Message that tells us to equip or unequip items from the inventory slots
/// </summary>
/// <param name="msg"></param>
private void HandleInventoryMessage(ClientInventoryMessage msg)
{
if (msg.Updatetype == ClientInventoryUpdate.Equip)
{
var hands = Owner.GetComponent<HandsComponent>();
var activehand = hands.GetActiveHand;
if (activehand != null && activehand.Owner.TryGetComponent(out ClothingComponent clothing))
{
hands.Drop(hands.ActiveIndex);
if(!Equip(msg.Inventoryslot, clothing))
{
hands.PutInHand(clothing);
}
}
}
else if (msg.Updatetype == ClientInventoryUpdate.Unequip)
{
var hands = Owner.GetComponent<HandsComponent>();
var activehand = hands.GetActiveHand;
var itemcontainedinslot = GetSlotItem(msg.Inventoryslot);
if (activehand == null && itemcontainedinslot != null && Unequip(msg.Inventoryslot))
{
hands.PutInHand(itemcontainedinslot);
}
}
}
public override void HandleMessage(ComponentMessage message, INetChannel netChannel = null, IComponent component = null)
{
base.HandleMessage(message, netChannel, component);
switch(message)
{
case ClientInventoryMessage msg:
var playerMan = IoCManager.Resolve<IPlayerManager>();
var session = playerMan.GetSessionByChannel(netChannel);
var playerentity = session.AttachedEntity;
if (playerentity == Owner)
HandleInventoryMessage(msg);
break;
}
}
}
}