92 lines
3.0 KiB
C#
92 lines
3.0 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using Content.Server.Items;
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using Content.Shared.Item;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Localization;
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using static Content.Shared.Inventory.EquipmentSlotDefines;
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namespace Content.Server.Inventory.Components
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{
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// Handles the special behavior of pockets/ID card slot and their relation to uniforms.
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[RegisterComponent]
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[ComponentReference(typeof(IInventoryController))]
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public class HumanInventoryControllerComponent : Component, IInventoryController
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{
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public override string Name => "HumanInventoryController";
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private InventoryComponent _inventory = default!;
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public override void Initialize()
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{
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base.Initialize();
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_inventory = Owner.EnsureComponent<InventoryComponent>();
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}
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bool IInventoryController.CanEquip(Slots slot, IEntity entity, bool flagsCheck, [NotNullWhen(false)] out string? reason)
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{
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var slotMask = SlotMasks[slot];
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reason = null;
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if ((slotMask & (SlotFlags.POCKET | SlotFlags.IDCARD)) != SlotFlags.NONE)
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{
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// Can't wear stuff in ID card or pockets unless you have a uniform.
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if (_inventory.GetSlotItem(Slots.INNERCLOTHING) == null)
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{
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reason = Loc.GetString(slotMask == SlotFlags.IDCARD
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? "You need a uniform to store something in your ID slot!"
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: "You need a uniform to store something in your pockets!");
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return false;
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}
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if (slotMask == SlotFlags.POCKET)
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{
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var itemComponent = entity.GetComponent<ItemComponent>();
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// If this item is small enough then it always fits in pockets.
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if (itemComponent.Size <= (int) ReferenceSizes.Pocket)
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{
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return true;
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}
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else if (!flagsCheck)
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{
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reason = Loc.GetString("This is too large!");
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}
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}
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}
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// Standard flag check.
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return flagsCheck;
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}
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public void CheckUniformExists() { Owner.SpawnTimer(0, DropIdAndPocketsIfWeNoLongerHaveAUniform); }
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// Hey, it's descriptive.
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private void DropIdAndPocketsIfWeNoLongerHaveAUniform()
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{
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if (Deleted)
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{
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return;
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}
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if (_inventory.GetSlotItem(Slots.INNERCLOTHING) != null)
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{
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return;
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}
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void DropMaybe(Slots slot)
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{
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if (_inventory.GetSlotItem(slot) != null)
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{
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_inventory.Unequip(slot);
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}
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}
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DropMaybe(Slots.POCKET1);
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DropMaybe(Slots.POCKET2);
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DropMaybe(Slots.IDCARD);
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}
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}
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}
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