* 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™️ * fixes * moar fixes * moar * fix some tests * lmao * no comment * good to merge™️ * 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>
74 lines
2.5 KiB
C#
74 lines
2.5 KiB
C#
using Content.Server.Hands.Components;
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using Content.Shared.Clothing;
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using Content.Shared.Interaction;
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using Content.Shared.Inventory;
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using Content.Shared.Item;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameStates;
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using Robust.Shared.IoC;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.Clothing.Components
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{
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[RegisterComponent]
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[ComponentReference(typeof(SharedItemComponent))]
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public class ItemComponent : SharedItemComponent{}
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[RegisterComponent]
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[NetworkedComponent]
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[ComponentReference(typeof(SharedItemComponent))]
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public class ClothingComponent : ItemComponent, IUse
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{
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[Dependency] private readonly IEntityManager _entities = default!;
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[Dependency] private readonly IPrototypeManager _prototype = default!;
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public override string Name => "Clothing";
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[DataField("QuickEquip")]
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private bool _quickEquipEnabled = true;
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[DataField("HeatResistance")]
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private int _heatResistance = 323;
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[ViewVariables(VVAccess.ReadWrite)]
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public int HeatResistance => _heatResistance;
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bool IUse.UseEntity(UseEntityEventArgs eventArgs)
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{
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if (!_quickEquipEnabled) return false;
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var invSystem = EntitySystem.Get<InventorySystem>();
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if (!_entities.TryGetComponent(eventArgs.User, out InventoryComponent? inv)
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|| !_entities.TryGetComponent(eventArgs.User, out HandsComponent? hands) || !_prototype.TryIndex<InventoryTemplatePrototype>(inv.TemplateId, out var prototype)) return false;
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foreach (var slotDef in prototype.Slots)
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{
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if(!invSystem.CanEquip(eventArgs.User, Owner, slotDef.Name, out _, slotDef, inv))
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continue;
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if (invSystem.TryGetSlotEntity(eventArgs.User, slotDef.Name, out var slotEntity, inv))
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{
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if(!invSystem.TryUnequip(eventArgs.User, slotDef.Name, true, inventory: inv))
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continue;
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if (!invSystem.TryEquip(eventArgs.User, Owner, slotDef.Name, true, inventory: inv))
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continue;
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hands.PutInHandOrDrop(slotEntity.Value);
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}
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else
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{
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if (!invSystem.TryEquip(eventArgs.User, Owner, slotDef.Name, true, inventory: inv))
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continue;
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}
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return true;
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}
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return false;
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}
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}
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}
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