Files
tbd-station-14/Content.Shared/GameObjects/Components/Inventory/EquipmentSlotDefinitions.cs
chairbender 7a3c281f60 Actions System + UI (#2710)
Co-authored-by: Vera Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
2020-12-13 23:28:20 +01:00

154 lines
4.6 KiB
C#

using System;
using System.Collections.Generic;
using Content.Shared.GameObjects.Components.Items;
using JetBrains.Annotations;
using Robust.Shared.Serialization;
namespace Content.Shared.GameObjects.Components.Inventory
{
public static class EquipmentSlotDefines
{
public static IReadOnlyCollection<Slots> AllSlots { get; }
static EquipmentSlotDefines()
{
var output = new Slots[(int)Slots.LAST - (int)Slots.HEAD];
// The index stuff is to jump over NONE.
for (var i = 0; i < output.Length; i++)
{
output[i] = (Slots)(i+1);
}
AllSlots = output;
}
/// <summary>
/// Uniquely identifies a single slot in an inventory.
/// </summary>
[Serializable, NetSerializable]
public enum Slots : byte
{
NONE = 0,
HEAD,
EYES,
EARS,
MASK,
OUTERCLOTHING,
INNERCLOTHING,
NECK,
BACKPACK,
BELT,
GLOVES,
SHOES,
IDCARD,
POCKET1,
POCKET2,
/// <summary>
/// Not a real slot.
/// </summary>
LAST
}
/// <summary>
/// Defines what slot types an item can fit into.
/// </summary>
[Serializable, NetSerializable]
[Flags]
public enum SlotFlags
{
NONE = 0,
PREVENTEQUIP = 1 << 0,
HEAD = 1 << 1,
HELMET = 1 << 1,
EYES = 1 << 2,
EARS = 1 << 3,
MASK = 1 << 4,
OUTERCLOTHING = 1 << 5,
INNERCLOTHING = 1 << 6,
NECK = 1 << 7,
BACK = 1 << 8,
BACKPACK = 1 << 8,
BELT = 1 << 9,
GLOVES = 1 << 10,
HAND = 1 << 10,
IDCARD = 1 << 11,
POCKET = 1 << 12,
LEGS = 1 << 13,
SHOES = 1 << 14,
FEET = 1 << 14,
}
public static readonly IReadOnlyDictionary<Slots, string> SlotNames = new Dictionary<Slots, string>()
{
{Slots.HEAD, "Head"},
{Slots.EYES, "Eyes"},
{Slots.EARS, "Ears"},
{Slots.MASK, "Mask"},
{Slots.OUTERCLOTHING, "Outer Clothing"},
{Slots.INNERCLOTHING, "Inner Clothing"},
{Slots.NECK, "Neck"},
{Slots.BACKPACK, "Backpack"},
{Slots.BELT, "Belt"},
{Slots.GLOVES, "Gloves"},
{Slots.SHOES, "Shoes"},
{Slots.IDCARD, "Id Card"},
{Slots.POCKET1, "Left Pocket"},
{Slots.POCKET2, "Right Pocket"},
};
/// <summary>
/// Defines which slot types fit in which slots.
/// </summary>
/// <remarks>
/// Note that this is not exhaustive. Inventory implementations can provide additional behavior.
/// </remarks>
public static readonly IReadOnlyDictionary<Slots, SlotFlags> SlotMasks = new Dictionary<Slots, SlotFlags>()
{
{Slots.HEAD, SlotFlags.HEAD},
{Slots.EYES, SlotFlags.EYES},
{Slots.EARS, SlotFlags.EARS},
{Slots.MASK, SlotFlags.MASK},
{Slots.OUTERCLOTHING, SlotFlags.OUTERCLOTHING},
{Slots.INNERCLOTHING, SlotFlags.INNERCLOTHING},
{Slots.NECK, SlotFlags.NECK},
{Slots.BACKPACK, SlotFlags.BACK},
{Slots.BELT, SlotFlags.BELT},
{Slots.GLOVES, SlotFlags.GLOVES},
{Slots.SHOES, SlotFlags.FEET},
{Slots.IDCARD, SlotFlags.IDCARD},
{Slots.POCKET1, SlotFlags.POCKET},
{Slots.POCKET2, SlotFlags.POCKET},
};
// for shared string dict, since we don't define these anywhere in content
[UsedImplicitly]
public static readonly string[] _inventorySlotStrings =
{
"Inventory_HEAD",
"Inventory_EYES",
"Inventory_EARS",
"Inventory_MASK",
"Inventory_OUTERCLOTHING",
"Inventory_INNERCLOTHING",
"Inventory_NECK",
"Inventory_BACKPACK",
"Inventory_BELT",
"Inventory_GLOVES",
"Inventory_SHOES",
"Inventory_IDCARD",
"Inventory_POCKET1",
"Inventory_POCKET2",
};
// for shared string dict, since we don't define these anywhere in content
[UsedImplicitly]
public static readonly string[] _handsSlotStrings =
{
"Hands_left",
"Hands_right",
};
}
}