292 lines
10 KiB
C#
292 lines
10 KiB
C#
using Barotrauma.Items.Components;
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using Barotrauma.Networking;
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Xml.Linq;
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namespace Barotrauma
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{
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[Flags]
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public enum InvSlotType
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{
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None = 0, Any = 1, RightHand = 2, LeftHand = 4, Head = 8, InnerClothes = 16, OuterClothes = 32, Headset = 64, Card = 128
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};
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partial class CharacterInventory : Inventory
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{
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private Character character;
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public InvSlotType[] SlotTypes
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{
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get;
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private set;
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}
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protected bool[] IsEquipped;
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public bool AccessibleWhenAlive
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{
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get;
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private set;
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}
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public CharacterInventory(XElement element, Character character)
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: base(character, element.GetAttributeString("slots", "").Split(',').Count())
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{
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this.character = character;
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IsEquipped = new bool[capacity];
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SlotTypes = new InvSlotType[capacity];
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AccessibleWhenAlive = element.GetAttributeBool("accessiblewhenalive", true);
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string[] slotTypeNames = element.GetAttributeString("slots", "").Split(',');
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System.Diagnostics.Debug.Assert(slotTypeNames.Length == capacity);
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for (int i = 0; i < capacity; i++)
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{
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InvSlotType parsedSlotType = InvSlotType.Any;
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slotTypeNames[i] = slotTypeNames[i].Trim();
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if (!Enum.TryParse(slotTypeNames[i], out parsedSlotType))
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{
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DebugConsole.ThrowError("Error in the inventory config of \"" + character.SpeciesName + "\" - " + slotTypeNames[i] + " is not a valid inventory slot type.");
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}
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SlotTypes[i] = parsedSlotType;
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switch (SlotTypes[i])
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{
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//case InvSlotType.Head:
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case InvSlotType.OuterClothes:
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case InvSlotType.LeftHand:
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case InvSlotType.RightHand:
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hideEmptySlot[i] = true;
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break;
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}
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}
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InitProjSpecific(element);
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#if CLIENT
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//clients don't create items until the server says so
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if (GameMain.Client != null) return;
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#endif
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foreach (XElement subElement in element.Elements())
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{
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if (subElement.Name.ToString().ToLowerInvariant() != "item") continue;
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string itemIdentifier = subElement.GetAttributeString("identifier", "");
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ItemPrefab itemPrefab = MapEntityPrefab.Find(null, itemIdentifier) as ItemPrefab;
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if (itemPrefab == null)
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{
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DebugConsole.ThrowError("Error in character inventory \"" + character.SpeciesName + "\" - item \"" + itemIdentifier + "\" not found.");
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continue;
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}
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Entity.Spawner?.AddToSpawnQueue(itemPrefab, this);
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}
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}
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partial void InitProjSpecific(XElement element);
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public int FindLimbSlot(InvSlotType limbSlot)
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{
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for (int i = 0; i < Items.Length; i++)
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{
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if (SlotTypes[i] == limbSlot) return i;
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}
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return -1;
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}
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public bool IsInLimbSlot(Item item, InvSlotType limbSlot)
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{
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for (int i = 0; i < Items.Length; i++)
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{
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if (Items[i] == item && SlotTypes[i] == limbSlot) return true;
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}
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return false;
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}
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public override bool CanBePut(Item item, int i)
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{
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return base.CanBePut(item, i) && item.AllowedSlots.Contains(SlotTypes[i]);
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}
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/// <summary>
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/// If there is room, puts the item in the inventory and returns true, otherwise returns false
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/// </summary>
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public override bool TryPutItem(Item item, Character user, List<InvSlotType> allowedSlots = null, bool createNetworkEvent = true)
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{
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if (allowedSlots == null || !allowedSlots.Any()) return false;
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bool inSuitableSlot = false;
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bool inWrongSlot = false;
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int currentSlot = -1;
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for (int i = 0; i < capacity; i++)
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{
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if (Items[i] == item)
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{
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currentSlot = i;
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if (allowedSlots.Any(a => a.HasFlag(SlotTypes[i])))
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inSuitableSlot = true;
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else if (!allowedSlots.Any(a => a.HasFlag(SlotTypes[i])))
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inWrongSlot = true;
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}
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}
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//all good
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if (inSuitableSlot && !inWrongSlot) return true;
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//try to place the item in a LimbSlot.Any slot if that's allowed
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if (allowedSlots.Contains(InvSlotType.Any))
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{
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for (int i = 0; i < capacity; i++)
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{
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if (SlotTypes[i] != InvSlotType.Any) continue;
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if (Items[i] == item)
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{
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PutItem(item, i, user, true, createNetworkEvent);
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item.Unequip(character);
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return true;
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}
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}
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for (int i = 0; i < capacity; i++)
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{
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if (SlotTypes[i] != InvSlotType.Any) continue;
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if (inWrongSlot)
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{
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if (Items[i] != item && Items[i] != null) continue;
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}
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else
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{
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if (Items[i] != null) continue;
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}
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PutItem(item, i, user, true, createNetworkEvent);
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item.Unequip(character);
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return true;
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}
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}
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int placedInSlot = -1;
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foreach (InvSlotType allowedSlot in allowedSlots)
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{
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//check if all the required slots are free
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bool free = true;
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for (int i = 0; i < capacity; i++)
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{
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if (allowedSlot.HasFlag(SlotTypes[i]) && Items[i] != null && Items[i] != item)
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{
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free = false;
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#if CLIENT
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for (int j = 0; j < capacity; j++)
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{
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if (slots != null && Items[j] == Items[i]) slots[j].ShowBorderHighlight(Color.Red, 0.1f, 0.9f);
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}
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#endif
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}
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}
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if (!free) continue;
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for (int i = 0; i < capacity; i++)
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{
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if (allowedSlot.HasFlag(SlotTypes[i]) && Items[i] == null)
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{
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bool removeFromOtherSlots = item.ParentInventory != this;
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if (placedInSlot == -1 && inWrongSlot)
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{
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if (!hideEmptySlot[i] || SlotTypes[currentSlot] != InvSlotType.Any) removeFromOtherSlots = true;
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}
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PutItem(item, i, user, removeFromOtherSlots, createNetworkEvent);
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item.Equip(character);
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placedInSlot = i;
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}
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}
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if (placedInSlot > -1)
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{
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if (item.AllowedSlots.Contains(InvSlotType.Any) && hideEmptySlot[placedInSlot])
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{
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bool isInAnySlot = false;
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for (int i = 0; i < capacity; i++)
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{
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if (SlotTypes[i] == InvSlotType.Any && Items[i]==item)
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{
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isInAnySlot = true;
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break;
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}
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}
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if (!isInAnySlot)
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{
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for (int i = 0; i < capacity; i++)
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{
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if (SlotTypes[i] == InvSlotType.Any && Items[i] == null)
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{
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Items[i] = item;
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break;
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}
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}
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}
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}
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return true;
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}
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}
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return placedInSlot > -1;
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}
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public override bool TryPutItem(Item item, int index, bool allowSwapping, bool allowCombine, Character user, bool createNetworkEvent = true)
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{
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if (index < 0 || index >= Items.Length)
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{
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string errorMsg = "CharacterInventory.TryPutItem failed: index was out of range(" + index + ").\n" + Environment.StackTrace;
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GameAnalyticsManager.AddErrorEventOnce("CharacterInventory.TryPutItem:IndexOutOfRange", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
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return false;
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}
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//there's already an item in the slot
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if (Items[index] != null)
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{
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if (Items[index] == item) return false;
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return base.TryPutItem(item, index, allowSwapping, allowCombine, user, createNetworkEvent);
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}
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if (SlotTypes[index] == InvSlotType.Any)
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{
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if (!item.AllowedSlots.Contains(InvSlotType.Any)) return false;
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if (Items[index] != null) return Items[index] == item;
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PutItem(item, index, user, true, createNetworkEvent);
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return true;
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}
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InvSlotType placeToSlots = InvSlotType.None;
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bool slotsFree = true;
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List<InvSlotType> allowedSlots = item.AllowedSlots;
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foreach (InvSlotType allowedSlot in allowedSlots)
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{
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if (!allowedSlot.HasFlag(SlotTypes[index])) continue;
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for (int i = 0; i < capacity; i++)
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{
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if (allowedSlot.HasFlag(SlotTypes[i]) && Items[i] != null && Items[i] != item)
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{
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slotsFree = false;
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break;
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}
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placeToSlots = allowedSlot;
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}
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}
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if (!slotsFree) return false;
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return TryPutItem(item, user, new List<InvSlotType>() { placeToSlots }, createNetworkEvent);
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}
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}
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}
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