188 lines
4.9 KiB
C#
188 lines
4.9 KiB
C#
using Content.Server.Interfaces.GameObjects;
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using SS14.Shared.GameObjects;
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using SS14.Shared.Interfaces.GameObjects;
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using SS14.Shared.Utility;
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using System.Collections.Generic;
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using System;
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using System.Linq;
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using YamlDotNet.RepresentationModel;
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namespace Content.Server.GameObjects
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{
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public class HandsComponent : Component, IHandsComponent
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{
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public override string Name => "Hands";
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private string activeIndex;
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public string ActiveIndex
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{
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get => activeIndex;
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set
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{
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if (!hands.ContainsKey(value))
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{
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throw new ArgumentException($"No hand '{value}'");
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}
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activeIndex = value;
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}
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}
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private Dictionary<string, IInventorySlot> hands = new Dictionary<string, IInventorySlot>();
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private IInventoryComponent inventory;
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public override void Initialize()
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{
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inventory = Owner.GetComponent<IInventoryComponent>();
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base.Initialize();
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}
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public override void OnRemove()
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{
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inventory = null;
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base.OnRemove();
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}
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public override void LoadParameters(YamlMappingNode mapping)
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{
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foreach (var node in mapping.GetNode<YamlSequenceNode>("hands"))
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{
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AddHand(node.AsString());
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}
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base.LoadParameters(mapping);
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}
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public IEnumerable<IItemComponent> GetAllHeldItems()
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{
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throw new NotImplementedException();
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/*
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foreach (var slot in hands.Values)
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{
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if (slot.Item != null)
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{
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yield return slot.Item;
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}
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}
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*/
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}
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public IItemComponent GetHand(string index)
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{
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var slot = hands[index];
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return slot.Item;
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}
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/// <summary>
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/// Enumerates over the hand keys, returning the active hand first.
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/// </summary>
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private IEnumerable<string> ActivePriorityEnumerable()
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{
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throw new NotImplementedException();
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/*
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yield return ActiveIndex;
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foreach (var hand in hands.Keys)
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{
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if (hand == ActiveIndex)
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{
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continue;
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}
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yield return hand;
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}
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*/
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}
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public bool PutInHand(IItemComponent item)
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{
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foreach (var hand in ActivePriorityEnumerable())
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{
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if (PutInHand(item, hand, fallback: false))
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{
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return true;
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}
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}
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return false;
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}
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public bool PutInHand(IItemComponent item, string index, bool fallback = true)
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{
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if (!CanPutInHand(item, index))
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{
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return fallback && PutInHand(item);
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}
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var slot = hands[index];
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return slot.Owner.Insert(slot.Name, item);
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}
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public bool CanPutInHand(IItemComponent item)
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{
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foreach (var hand in ActivePriorityEnumerable())
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{
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if (CanPutInHand(item, hand))
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{
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return true;
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}
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}
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return false;
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}
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public bool CanPutInHand(IItemComponent item, string index)
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{
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var slot = hands[index];
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return slot.Owner.CanInsert(slot.Name, item);
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}
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public bool Drop(string index)
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{
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if (!CanDrop(index))
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{
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return false;
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}
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var slot = hands[index];
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return slot.Owner.Drop(slot.Name);
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}
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public bool CanDrop(string index)
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{
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var slot = hands[index];
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return slot.Item != null && slot.Owner.CanDrop(slot.Name);
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}
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public void AddHand(string index)
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{
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if (HasHand(index))
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{
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throw new InvalidOperationException($"Hand '{index}' already exists.");
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}
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var slot = inventory.AddSlot(HandSlotName(index));
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hands[index] = slot;
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}
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public void RemoveHand(string index)
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{
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if (!HasHand(index))
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{
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throw new InvalidOperationException($"Hand '{index}' does not exist.");
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}
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inventory.RemoveSlot(HandSlotName(index));
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hands.Remove(index);
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}
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public bool HasHand(string index)
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{
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return hands.ContainsKey(index);
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}
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/// <summary>
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/// Get the name of the slot passed to the inventory component.
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/// </summary>
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private string HandSlotName(string index) => $"_hand_{index}";
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}
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}
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