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crystall-punk-14/Content.Shared/Inventory/InventorySystem.Helpers.cs

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using System.Diagnostics.CodeAnalysis;
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using Content.Shared.Hands.Components;
using Content.Shared.Storage.EntitySystems;
get that crap outta here (completely rewrites inventorysystem) (#5807) * some work * equip: done unequip: todo * unequipping done & refactored events * workin * movin * reee namespaces * stun * mobstate * fixes * some work on events * removes serverside itemcomp & misc fixes * work * smol merge fix * ports template to prototype & finishes ui * moves relay & adds containerenumerator * actions & cuffs * my god what is actioncode * more fixes * im loosing my grasp on reality * more fixes * more work * explosions * yes * more work * more fixes * merge master & misc fixed because i forgot to commit before merging master * more fixes * fixes * moar * more work * moar fixes * suffixmap * more work on client * motivation low * no. no containers * mirroring client to server * fixes * move serverinvcomp * serverinventorycomponent is dead * gaming * only strippable & ai left... * only ai and richtext left * fixes ai * fixes * fixes sprite layers * more fixes * resolves optional * yes * stable:tm: * fixes * moar fixes * moar * fix some tests * lmao * no comment * good to merge:tm: * fixes build but for real * adresses some reviews * adresses some more reviews * nullables, yo * fixes lobbyscreen * timid refactor to differentiate actor & target * adresses more reviews * more * my god what a mess * removed the rest of duplicates * removed duplicate slotflags and renamed shoes to feet * removes another unused one * yes * fixes lobby & makes tryunequip return unequipped item * fixes * some funny renames * fixes * misc improvements to attemptevents * fixes * merge fixes Co-authored-by: Paul Ritter <ritter.paul1@gmail.com>
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using Robust.Shared.Prototypes;
namespace Content.Shared.Inventory;
public partial class InventorySystem
{
[Dependency] private readonly SharedStorageSystem _storageSystem = default!;
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/// <summary>
/// Yields all entities in hands or inventory slots with the specific flags.
/// </summary>
public IEnumerable<EntityUid> GetHandOrInventoryEntities(Entity<HandsComponent?, InventoryComponent?> user, SlotFlags flags = SlotFlags.All)
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{
if (Resolve(user.Owner, ref user.Comp1, false))
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{
foreach (var hand in user.Comp1.Hands.Values)
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{
if (hand.HeldEntity == null)
continue;
yield return hand.HeldEntity.Value;
}
}
if (!Resolve(user.Owner, ref user.Comp2, false))
yield break;
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var slotEnumerator = new InventorySlotEnumerator(user.Comp2, flags);
while (slotEnumerator.NextItem(out var item))
{
yield return item;
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}
}
/// <summary>
/// Returns the definition of the inventory slot that the given entity is currently in..
/// </summary>
public bool TryGetContainingSlot(Entity<TransformComponent?, MetaDataComponent?> entity, [NotNullWhen(true)] out SlotDefinition? slot)
{
if (!_containerSystem.TryGetContainingContainer(entity.Owner, out var container, entity.Comp2, entity.Comp1))
{
slot = null;
return false;
}
return TryGetSlot(container.Owner, container.ID, out slot);
}
/// <summary>
/// Returns true if the given entity is equipped to an inventory slot with the given inventory slot flags.
/// </summary>
public bool InSlotWithFlags(Entity<TransformComponent?, MetaDataComponent?> entity, SlotFlags flags)
{
return TryGetContainingSlot(entity, out var slot)
&& (slot.SlotFlags & flags) == flags;
}
get that crap outta here (completely rewrites inventorysystem) (#5807) * some work * equip: done unequip: todo * unequipping done & refactored events * workin * movin * reee namespaces * stun * mobstate * fixes * some work on events * removes serverside itemcomp & misc fixes * work * smol merge fix * ports template to prototype & finishes ui * moves relay & adds containerenumerator * actions & cuffs * my god what is actioncode * more fixes * im loosing my grasp on reality * more fixes * more work * explosions * yes * more work * more fixes * merge master & misc fixed because i forgot to commit before merging master * more fixes * fixes * moar * more work * moar fixes * suffixmap * more work on client * motivation low * no. no containers * mirroring client to server * fixes * move serverinvcomp * serverinventorycomponent is dead * gaming * only strippable & ai left... * only ai and richtext left * fixes ai * fixes * fixes sprite layers * more fixes * resolves optional * yes * stable:tm: * fixes * moar fixes * moar * fix some tests * lmao * no comment * good to merge:tm: * fixes build but for real * adresses some reviews * adresses some more reviews * nullables, yo * fixes lobbyscreen * timid refactor to differentiate actor & target * adresses more reviews * more * my god what a mess * removed the rest of duplicates * removed duplicate slotflags and renamed shoes to feet * removes another unused one * yes * fixes lobby & makes tryunequip return unequipped item * fixes * some funny renames * fixes * misc improvements to attemptevents * fixes * merge fixes Co-authored-by: Paul Ritter <ritter.paul1@gmail.com>
2021-12-30 22:56:10 +01:00
public bool SpawnItemInSlot(EntityUid uid, string slot, string prototype, bool silent = false, bool force = false, InventoryComponent? inventory = null)
{
if (!Resolve(uid, ref inventory, false))
return false;
// Let's do nothing if the owner of the inventory has been deleted.
if (Deleted(uid))
return false;
// If we don't have that slot or there's already an item there, we do nothing.
if (!HasSlot(uid, slot) || TryGetSlotEntity(uid, slot, out _, inventory))
return false;
// If the prototype in question doesn't exist, we do nothing.
if (!_prototypeManager.HasIndex<EntityPrototype>(prototype))
return false;
// Let's spawn this first...
var item = EntityManager.SpawnEntity(prototype, Transform(uid).Coordinates);
// Helper method that deletes the item and returns false.
bool DeleteItem()
{
EntityManager.DeleteEntity(item);
return false;
}
// We finally try to equip the item, otherwise we delete it.
return TryEquip(uid, item, slot, silent, force) || DeleteItem();
}
/// <summary>
/// Will attempt to spawn a list of items inside of an entities bag, pockets, hands or nearby
/// </summary>
/// <param name="entity">The entity that you want to spawn an item on</param>
/// <param name="items">A list of prototype IDs that you want to spawn in the bag.</param>
public void SpawnItemsOnEntity(EntityUid entity, List<string> items)
{
foreach (var item in items)
{
SpawnItemOnEntity(entity, item);
}
}
/// <summary>
/// Will attempt to spawn an item inside of an entities bag, pockets, hands or nearby
/// </summary>
/// <param name="entity">The entity that you want to spawn an item on</param>
/// <param name="item">The prototype ID that you want to spawn in the bag.</param>
public void SpawnItemOnEntity(EntityUid entity, EntProtoId item)
{
//Transform() throws error if TransformComponent doesnt exist
if (!HasComp<TransformComponent>(entity))
return;
var xform = Transform(entity);
var mapCoords = _transform.GetMapCoordinates(xform);
var itemToSpawn = Spawn(item, mapCoords);
//Try insert into the backpack
if (TryGetSlotContainer(entity, "back", out var backSlot, out _)
&& backSlot.ContainedEntity.HasValue
&& _storageSystem.Insert(backSlot.ContainedEntity.Value, itemToSpawn, out _)
)
return;
//Try insert into pockets
if (TryGetSlotContainer(entity, "pocket1", out var pocket1, out _)
&& _containerSystem.Insert(itemToSpawn, pocket1)
)
return;
if (TryGetSlotContainer(entity, "pocket2", out var pocket2, out _)
&& _containerSystem.Insert(itemToSpawn, pocket2)
)
return;
//Try insert into hands, or drop on the floor
_handsSystem.PickupOrDrop(entity, itemToSpawn, false);
}
get that crap outta here (completely rewrites inventorysystem) (#5807) * some work * equip: done unequip: todo * unequipping done & refactored events * workin * movin * reee namespaces * stun * mobstate * fixes * some work on events * removes serverside itemcomp & misc fixes * work * smol merge fix * ports template to prototype & finishes ui * moves relay & adds containerenumerator * actions & cuffs * my god what is actioncode * more fixes * im loosing my grasp on reality * more fixes * more work * explosions * yes * more work * more fixes * merge master & misc fixed because i forgot to commit before merging master * more fixes * fixes * moar * more work * moar fixes * suffixmap * more work on client * motivation low * no. no containers * mirroring client to server * fixes * move serverinvcomp * serverinventorycomponent is dead * gaming * only strippable & ai left... * only ai and richtext left * fixes ai * fixes * fixes sprite layers * more fixes * resolves optional * yes * stable:tm: * fixes * moar fixes * moar * fix some tests * lmao * no comment * good to merge:tm: * fixes build but for real * adresses some reviews * adresses some more reviews * nullables, yo * fixes lobbyscreen * timid refactor to differentiate actor & target * adresses more reviews * more * my god what a mess * removed the rest of duplicates * removed duplicate slotflags and renamed shoes to feet * removes another unused one * yes * fixes lobby & makes tryunequip return unequipped item * fixes * some funny renames * fixes * misc improvements to attemptevents * fixes * merge fixes Co-authored-by: Paul Ritter <ritter.paul1@gmail.com>
2021-12-30 22:56:10 +01:00
}