Пример #1
0
        public void AddItem(ItemSlot fromSlot)
        {
            if (fromSlot == null || fromSlot.IsEmpty || ((fromSlot.ItemObject.GetComponent <Grindable>() == null && fromSlot.ItemObject.GetComponent <Juiceable>() == null) && !fromSlot.ItemAttributes.HasTrait(CommonTraits.Instance.Beaker)))
            {
                return;
            }


            if (fromSlot.ItemAttributes.HasTrait(CommonTraits.Instance.Beaker))
            {
                if (itemSlot.IsEmpty)
                {
                    Inventory.ServerTransfer(fromSlot, itemStorage.GetIndexedItemSlot(0));
                }
                return;
            }

            // If there's a stackable component, add one at a time.
            Stackable stack = fromSlot.ItemObject.GetComponent <Stackable>();

            if (stack == null || stack.Amount == 1)
            {
                Inventory.ServerTransfer(fromSlot, itemStorage.GetNextFreeIndexedSlot());
            }
            else
            {
                var item = stack.ServerRemoveOne();
                Inventory.ServerAdd(item, itemStorage.GetNextFreeIndexedSlot());
            }
        }
        public void AddItem(ItemSlot fromSlot)
        {
            if (fromSlot == null || fromSlot.IsEmpty || fromSlot.ItemObject.GetComponent <Fermentable>() == null || closed)
            {
                return;
            }

            ItemSlot storageSlot = itemStorage.GetNextFreeIndexedSlot();
            bool     added       = false;
            // If there's a stackable component, add one at a time.
            Stackable stack = fromSlot.ItemObject.GetComponent <Stackable>();

            if (stack == null || stack.Amount == 1)
            {
                added = Inventory.ServerTransfer(fromSlot, storageSlot);
            }
            else
            {
                var item = stack.ServerRemoveOne();
                Inventory.ServerAdd(item, storageSlot);
            }
            if (storageSlot.ItemObject.TryGetComponent(out Fermentable fermentable))
            {
                storedFermentables.Add(storageSlot, fermentable);
            }
        }
Пример #3
0
    public void PopulateItemStorage(ItemStorage ItemStorage, PopulationContext context)
    {
        foreach (var gameObject in DeprecatedContents)
        {
            var ItemSlot = ItemStorage.GetNextFreeIndexedSlot();
            var spawn    = Spawn.ServerPrefab(gameObject, PrePickRandom: true);
            Inventory.ServerAdd(spawn.GameObject, ItemSlot, IgnoreRestraints:  true);
        }

        if (SlotContents.Count == 0)
        {
            return;
        }

        foreach (var namedSlotPopulatorEntry in SlotContents)
        {
            ItemSlot ItemSlot;
            if (namedSlotPopulatorEntry.UesIndex)
            {
                ItemSlot = ItemStorage.GetIndexedItemSlot(namedSlotPopulatorEntry.IndexSlot);
            }
            else
            {
                ItemSlot = ItemStorage.GetNamedItemSlot(namedSlotPopulatorEntry.NamedSlot);
            }
            if (ItemSlot == null)
            {
                continue;
            }

            var spawn = Spawn.ServerPrefab(namedSlotPopulatorEntry.Prefab, PrePickRandom: true);
            Inventory.ServerAdd(spawn.GameObject, ItemSlot, namedSlotPopulatorEntry.ReplacementStrategy, true);
            Inventory.PopulateSubInventory(spawn.GameObject, namedSlotPopulatorEntry.namedSlotPopulatorEntrys);
        }
    }
    public override void PopulateItemStorage(ItemStorage toPopulate, PopulationContext context)
    {
        //if appending, start at first free slot index
        var start = 0;

        if (MergeMode == IndexedMergeMode.Append)
        {
            var freeSlot = toPopulate.GetNextFreeIndexedSlot();
            if (freeSlot == null)
            {
                Logger.LogTraceFormat("Can't populate {0}, no more free slots.", Category.Inventory, toPopulate);
                return;
            }

            start = freeSlot.SlotIdentifier.SlotIndex;
        }
        for (var i = start; i < SlotPopulators.Length; i++)
        {
            var slot = toPopulate.GetIndexedItemSlot(i);
            if (slot == null)
            {
                Logger.LogErrorFormat("Storage {0} does not have a slot with index {1}. Please ensure" +
                                      " the Contents don't exceed the number of slots in the ItemStorage.", Category.Inventory,
                                      toPopulate, i);
                return;
            }

            if (slot.Item != null && MergeMode == IndexedMergeMode.Overwrite)
            {
                Inventory.ServerDespawn(slot);
            }
            SlotPopulators[i].PopulateSlot(slot, context);
        }
    }
Пример #5
0
        private void UpdateTrapVisual()
        {
            if (trapContent.GetNextFreeIndexedSlot() != null)
            {
                trapPreview.Empty();
                return;
            }
            //We assume that there will be only one item on each mouse trap (for now)
            var slot   = trapContent.GetTopOccupiedIndexedSlot();
            var sprite = slot.Item.gameObject.GetComponentInChildren <SpriteHandler>();

            if (sprite.GetCurrentSpriteSO() == null)
            {
                trapPreview.SetSprite(sprite.CurrentSprite);
                return;
            }
            trapPreview.SetSpriteSO(sprite.GetCurrentSpriteSO());
        }
 private bool IsFull(GameObject usedObject, GameObject player)
 {
     if (itemStorage.GetNextFreeIndexedSlot() == null && usedObject != null)
     {
         Chat.AddExamineMsg(player,
                            $"<color=red>The {usedObject.ExpensiveName()} won't fit in the {itemStorage.gameObject.ExpensiveName()}. Make some space!</color>");
         return(true);
     }
     return(false);
 }
Пример #7
0
        private void AddItem(ItemSlot fromSlot)
        {
            if (fromSlot == null || fromSlot.IsEmpty || fromSlot.ItemObject.GetComponent <Dryable>() == null)
            {
                return;
            }

            // If there's a stackable component, add one at a time.
            Stackable stack = fromSlot.ItemObject.GetComponent <Stackable>();

            if (stack == null || stack.Amount == 1)
            {
                Inventory.ServerTransfer(fromSlot, storage.GetNextFreeIndexedSlot());
            }
            else
            {
                var item = stack.ServerRemoveOne();
                Inventory.ServerAdd(item, storage.GetNextFreeIndexedSlot());
            }
        }
Пример #8
0
    public void PopulateItemStorage(ItemStorage toPopulate, PopulationContext context)
    {
        //if appending, start at first free slot index
        var start = 0;

        if (MergeMode == IndexedStoragePopulator.IndexedMergeMode.Append)
        {
            var freeSlot = toPopulate.GetNextFreeIndexedSlot();
            if (freeSlot == null)
            {
                Logger.LogTraceFormat("Can't populate {0}, no more free slots.", Category.Inventory, toPopulate);
                return;
            }

            start = freeSlot.SlotIdentifier.SlotIndex;
        }

        for (var i = start; i < Contents.Count; i++)
        {
            // General protection against missing items
            if (Contents[i] == null)
            {
                continue;                 // Will skip the missing item
            }

            var slot = toPopulate.GetIndexedItemSlot(i);
            if (slot == null)
            {
                Logger.LogErrorFormat("Storage {0} does not have a slot with index {1}. Please ensure" +
                                      " the Contents don't exceed the number of slots in the ItemStorage.",
                                      Category.Inventory,
                                      toPopulate, i);
                return;
            }

            if (slot.Item != null && MergeMode == IndexedStoragePopulator.IndexedMergeMode.Overwrite)
            {
                Inventory.ServerDespawn(slot);
            }

            var spawned = Spawn.ServerPrefab(Contents[i]).GameObject;
            Inventory.ServerAdd(spawned, slot);
        }
    }
Пример #9
0
        private bool TryTransferToMicrowave(PositionalHandApply interaction)
        {
            // Close the microwave if nothing is held.
            if (interaction == null || interaction.UsedObject == null)
            {
                SoundManager.PlayNetworkedAtPos(doorSFX.GetRandomClip(), WorldPosition, sourceObj: gameObject);
                return(false);
            }

            // Add held item to the microwave.
            ItemSlot storageSlot = storage.GetNextFreeIndexedSlot();
            bool     added       = false;

            if (interaction.HandSlot.ItemObject.TryGetComponent(out Stackable stack))
            {
                if (stack.Amount == 1)
                {
                    added = Inventory.ServerTransfer(interaction.HandSlot, storageSlot);
                }
                else
                {
                    var item = stack.ServerRemoveOne();
                    added = Inventory.ServerAdd(item, storageSlot);
                    if (!added)
                    {
                        stack.ServerIncrease(1);                         // adds back the lost amount to prevent microwaves from eating stackable items
                    }
                }
            }
            else
            {
                added = Inventory.ServerTransfer(interaction.HandSlot, storageSlot);
            }
            if (storageSlot == null || added == false)
            {
                Chat.AddActionMsgToChat(interaction, "The microwave's matter bins are full!", string.Empty);
                return(true);
            }

            if (storageSlot.ItemObject.TryGetComponent(out Cookable cookable) && cookable.CookableBy.HasFlag(CookSource.Microwave))
            {
                storedCookables.Add(storageSlot, cookable);
            }
Пример #10
0
        private bool TryTransferToMicrowave(PositionalHandApply interaction)
        {
            // Close the microwave if nothing is held.
            if (interaction == null || interaction.UsedObject == null)
            {
                SoundManager.PlayNetworkedAtPos(doorSFX.GetRandomClip(), WorldPosition, sourceObj: gameObject);
                return(false);
            }

            // Add held item to the microwave.
            ItemSlot storageSlot = storage.GetNextFreeIndexedSlot();

            if (storageSlot == null || Inventory.ServerTransfer(interaction.HandSlot, storageSlot) == false)
            {
                Chat.AddActionMsgToChat(interaction, "The microwave's matter bins are full!", string.Empty);
                return(true);
            }

            if (storageSlot.ItemObject.TryGetComponent(out Cookable cookable) && cookable.CookableBy.HasFlag(CookSource.Microwave))
            {
                storedCookables.Add(storageSlot, cookable);
            }
Пример #11
0
    public override void PopulateItemStorage(ItemStorage ItemStorage, PopulationContext context)
    {
        //Uses the old contents for now
        foreach (var gameObject in DeprecatedContents)
        {
            var ItemSlot = ItemStorage.GetNextFreeIndexedSlot();
            var spawn    = Spawn.ServerPrefab(gameObject, PrePickRandom: true);
            Inventory.ServerAdd(spawn.GameObject, ItemSlot, IgnoreRestraints:  true);
        }

        if (SlotContents.Count == 0)
        {
            return;
        }

        //Look through the specified slots, and tries to find it on the storage and populates if so,
        //and then attempts recursion
        foreach (var namedSlotPopulatorEntry in SlotContents)
        {
            ItemSlot ItemSlot;
            if (namedSlotPopulatorEntry.UesIndex)
            {
                ItemSlot = ItemStorage.GetIndexedItemSlot(namedSlotPopulatorEntry.IndexSlot);
            }
            else
            {
                ItemSlot = ItemStorage.GetNamedItemSlot(namedSlotPopulatorEntry.NamedSlot);
            }
            if (ItemSlot == null)
            {
                continue;
            }

            var spawn = Spawn.ServerPrefab(namedSlotPopulatorEntry.Prefab, PrePickRandom: true);
            Inventory.ServerAdd(spawn.GameObject, ItemSlot, namedSlotPopulatorEntry.ReplacementStrategy, true);
            Inventory.PopulateSubInventory(spawn.GameObject, namedSlotPopulatorEntry.namedSlotPopulatorEntrys);
        }
    }
Пример #12
0
        // Interaction when clicking the bin
        public void ServerPerformInteraction(HandApply interaction)
        {
            var handObj = interaction.HandObject;

            if (handObj == null)
            {
                var pna = interaction.Performer.GetComponent <PlayerNetworkActions>();

                // Pen comes out before the paper
                if (storedPen)
                {
                    Chat.AddExamineMsgFromServer(interaction.Performer, "You take the pen out of the paper bin.");
                    Inventory.ServerTransfer(penSlot, interaction.HandSlot);
                    SyncStoredPen(storedPen, null);
                    return;
                }

                // Player is picking up a piece of paper
                if (!HasPaper())
                {
                    Chat.AddExamineMsgFromServer(interaction.Performer, "The paper bin is empty!");
                    return;
                }

                Chat.AddExamineMsgFromServer(interaction.Performer, "You take the paper out of the paper bin.");
                if (!HasPaper())
                {
                    throw new InvalidOperationException();
                }

                // First, get the papers that players have put in the bin
                var occupiedSlot = itemStorage.GetTopOccupiedIndexedSlot();
                if (occupiedSlot != null)
                {
                    //remove it from the slot
                    Inventory.ServerTransfer(occupiedSlot, interaction.HandSlot);
                }
                else                 // Otherwise, take from blank paper stash
                {
                    var paper      = Spawn.ServerPrefab(blankPaper).GameObject;
                    var targetSlot = itemStorage.GetNextFreeIndexedSlot();
                    Inventory.ServerAdd(paper, interaction.HandSlot);
                }

                SyncPaperCount(paperCount, paperCount - 1);
            }
            else
            {
                // Player is adding a piece of paper or a pen
                if (handObj.GetComponent <Pen>())
                {
                    SyncStoredPen(storedPen, handObj);
                    Chat.AddExamineMsgFromServer(interaction.Performer, "You put the pen in the paper bin.");
                    Inventory.ServerTransfer(interaction.HandSlot, penSlot);
                    return;
                }

                var freeSlot = itemStorage.GetNextFreeIndexedSlot();
                if (freeSlot == null)
                {
                    Chat.AddExamineMsgFromServer(interaction.Performer, "The bin is full.");
                }
                Chat.AddExamineMsgFromServer(interaction.Performer, "You put the paper in the paper bin.");
                Inventory.ServerTransfer(interaction.HandSlot, freeSlot);
                SyncPaperCount(paperCount, paperCount + 1);
            }
        }