73 lines
2.7 KiB
C#
73 lines
2.7 KiB
C#
using Content.Server.Storage.Components;
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using Content.Server.Storage.EntitySystems;
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using Content.Shared.Clothing.Components;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Inventory;
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using Content.Shared.Inventory.Events;
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namespace Content.Server.Inventory
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{
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public sealed class ServerInventorySystem : InventorySystem
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{
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[Dependency] private readonly StorageSystem _storageSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ClothingComponent, UseInHandEvent>(OnUseInHand);
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SubscribeNetworkEvent<OpenSlotStorageNetworkMessage>(OnOpenSlotStorage);
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}
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private void OnUseInHand(EntityUid uid, ClothingComponent component, UseInHandEvent args)
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{
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if (args.Handled || !component.QuickEquip)
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return;
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QuickEquip(uid, component, args);
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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<ServerStorageComponent>(entityUid, out var storageComponent))
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{
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_storageSystem.OpenStorageUI(entityUid.Value, uid, storageComponent);
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}
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}
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public void TransferEntityInventories(EntityUid uid, EntityUid target)
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{
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if (!TryGetContainerSlotEnumerator(uid, out var enumerator))
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return;
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Dictionary<string, EntityUid> inventoryEntities = new();
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var slots = GetSlots(uid);
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while (enumerator.MoveNext(out var containerSlot))
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{
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//records all the entities stored in each of the target's slots
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foreach (var slot in slots)
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{
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if (TryGetSlotContainer(target, slot.Name, out var conslot, out _) &&
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conslot.ID == containerSlot.ID &&
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containerSlot.ContainedEntity is { } containedEntity)
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{
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inventoryEntities.Add(slot.Name, containedEntity);
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}
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}
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//drops everything in the target's inventory on the ground
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TryUnequip(uid, containerSlot.ID, true, true);
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}
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// This takes the objects we removed and stored earlier
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// and actually equips all of it to the new entity
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foreach (var (slot, item) in inventoryEntities)
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{
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TryEquip(target, item, slot , true, true);
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}
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}
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}
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}
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