288 lines
10 KiB
C#
288 lines
10 KiB
C#
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 SS14.Shared.IoC;
|
|
using SS14.Server.Interfaces.Player;
|
|
using SS14.Shared.ContentPack;
|
|
using System.Linq;
|
|
using SS14.Shared.Serialization;
|
|
using SS14.Shared.Interfaces.GameObjects.Components;
|
|
using SS14.Shared.Utility;
|
|
using SS14.Shared.ViewVariables;
|
|
|
|
namespace Content.Server.GameObjects
|
|
{
|
|
public class InventoryComponent : SharedInventoryComponent
|
|
{
|
|
[ViewVariables]
|
|
private Dictionary<Slots, ContainerSlot> SlotContainers = new Dictionary<Slots, ContainerSlot>();
|
|
|
|
string TemplateName = "HumanInventory"; //stored for serialization purposes
|
|
|
|
public override void ExposeData(ObjectSerializer serializer)
|
|
{
|
|
base.ExposeData(serializer);
|
|
|
|
serializer.DataField(ref TemplateName, "Template", "HumanInventory");
|
|
if (serializer.Reading)
|
|
{
|
|
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)
|
|
{
|
|
AddSlot(slotnames);
|
|
}
|
|
}
|
|
}
|
|
|
|
public override void OnRemove()
|
|
{
|
|
var slots = SlotContainers.Keys.ToList();
|
|
foreach (var slot in slots)
|
|
{
|
|
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();
|
|
|
|
Dirty();
|
|
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;
|
|
}
|
|
|
|
item.RemovedFromSlot();
|
|
|
|
// TODO: The item should be dropped to the container our owner is in, if any.
|
|
var itemTransform = item.Owner.GetComponent<ITransformComponent>();
|
|
itemTransform.GridPosition = Owner.GetComponent<ITransformComponent>().GridPosition;
|
|
Dirty();
|
|
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($"Slot '{slot}' already exists.");
|
|
}
|
|
|
|
Dirty();
|
|
return SlotContainers[slot] = ContainerManagerComponent.Create<ContainerSlot>(GetSlotString(slot), Owner);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Removes a slot from this inventory component.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// If the slot contains an item, the item is dropped.
|
|
/// </remarks>
|
|
/// <param name="slot">The name of the slot to remove.</param>
|
|
public void RemoveSlot(Slots slot)
|
|
{
|
|
if (!HasSlot(slot))
|
|
{
|
|
throw new InvalidOperationException($"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);
|
|
Dirty();
|
|
}
|
|
|
|
/// <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;
|
|
}
|
|
}
|
|
|
|
public override ComponentState GetComponentState()
|
|
{
|
|
var list = new List<KeyValuePair<Slots, EntityUid>>();
|
|
foreach (var (slot, container) in SlotContainers)
|
|
{
|
|
if (container.ContainedEntity != null)
|
|
{
|
|
list.Add(new KeyValuePair<Slots, EntityUid>(slot, container.ContainedEntity.Uid));
|
|
}
|
|
}
|
|
return new InventoryComponentState(list);
|
|
}
|
|
}
|
|
}
|