Can* API functions by Yota's request.

This commit is contained in:
Pieter-Jan Briers 2017-09-24 22:24:54 +02:00
parent f6e265bccb
commit 66483bdd72
3 changed files with 94 additions and 12 deletions

View File

@ -45,10 +45,15 @@ namespace Content.Server.Interfaces.GameObjects
return slots[slot];
}
public bool PutInSlot(string slot, IItemComponent item)
public bool Insert(string slot, IItemComponent item)
{
if (item == null)
{
throw new ArgumentNullException(nameof(item), "An item must be passed. To remove an item from a slot, use Drop()");
}
var inventorySlot = _GetSlot(slot);
if (inventorySlot.Item != null)
if (!CanInsert(slot, item))
{
return false;
}
@ -58,11 +63,22 @@ namespace Content.Server.Interfaces.GameObjects
return true;
}
public bool DropSlot(string slot)
public bool CanInsert(string slot, IItemComponent item)
{
var inventorySlot = _GetSlot(slot);
return inventorySlot.Item == null;
}
public bool Drop(string slot)
{
if (!CanDrop(slot))
{
return false;
}
var inventorySlot = _GetSlot(slot);
var item = inventorySlot.Item;
if (item == null || !container.Remove(item.Owner))
if (!container.Remove(item.Owner))
{
return false;
}
@ -76,17 +92,42 @@ namespace Content.Server.Interfaces.GameObjects
return true;
}
public bool CanDrop(string slot)
{
var inventorySlot = _GetSlot(slot);
var item = inventorySlot.Item;
return item != null && container.CanRemove(item.Owner);
}
public void AddSlot(string slot)
{
if (slots.ContainsKey(slot))
if (HasSlot(slot))
{
throw new InvalidOperationException($"Slot '{slot}' already exists.");
}
slots[slot] = new InventorySlot(slot, this);
}
public void RemoveSlot(string slot)
{
throw new NotImplementedException();
if (!HasSlot(slot))
{
throw new InvalidOperationException($"Slow '{slot}' does not exist.");
}
if (Get(slot) != null && !Drop(slot))
{
// TODO: Handle this potential failiure better.
throw new InvalidOperationException("Unable to remove slot as the contained item could not be dropped");
}
slots.Remove(slot);
}
public bool HasSlot(string slot)
{
return slots.ContainsKey(slot);
}
private class InventorySlot : IInventorySlot

View File

@ -40,11 +40,35 @@ namespace Content.Server.Interfaces.GameObjects
/// <returns>True if the item was inserted into a hand, false otherwise.</returns>
bool PutInHand(IItemComponent item, string index, bool fallback=true);
/// <summary>
/// Checks to see if an item can be put in any hand.
/// </summary>
/// <param name="item">The item to check for.</param>
/// <returns>True if the item can be inserted, false otherwise.</returns>
bool CanPutInHand(IItemComponent item);
/// <summary>
/// Checks to see if an item can be put in the specified hand.
/// </summary>
/// <param name="item">The item to check for.</param>
/// <param name="index">The index for the hand to check for.</param>
/// <returns>True if the item can be inserted, false otherwise.</returns>
bool CanPutInHand(IItemComponent item, string index);
/// <summary>
/// Drops an item on the ground, removing it from the hand.
/// </summary>
/// <param name="index">The hand to drop from.</param>
/// <returns>True if an item was successfully dropped, false otherwise.</returns>
bool Drop(string index);
/// <summary>
/// Checks whether the item in the specified hand can be dropped.
/// </summary>
/// <param name="index">The hand to check for.</param>
/// <returns>
/// True if the item can be dropped, false if the hand is empty or the item in the hand cannot be dropped.
/// </returns>
bool CanDrop(string index);
}
}

View File

@ -29,14 +29,31 @@ namespace Content.Server.Interfaces.GameObjects
/// <param name="slot">The slot to put the item in.</param>
/// <param name="item">The item to insert into the slot.</param>
/// <returns>True if the item was successfully inserted, false otherwise.</returns>
bool PutInSlot(string slot, IItemComponent item);
bool Insert(string slot, IItemComponent item);
/// <summary>
/// Checks whether an item can be put in the specified slot.
/// </summary>
/// <param name="slot">The slot to check for.</param>
/// <param name="item">The item to check for.</param>
/// <returns>True if the item can be inserted into the specified slot.</returns>
bool CanInsert(string slot, IItemComponent item);
/// <summary>
/// Drops the item in a slot.
/// </summary>
/// <param name="slot">The slot to drop the item from.</param>
/// <returns>True if an item was dropped, false otherwise.</returns>
bool DropSlot(string slot);
bool Drop(string slot);
/// <summary>
/// Checks whether an item can be dropped from the specified slot.
/// </summary>
/// <param name="slot">The slot to check for.</param>
/// <returns>
/// True if there is an item in the slot and it can be dropped, false otherwise.
/// </returns>
bool CanDrop(string slot);
/// <summary>
/// Adds a new slot to this inventory component.
@ -57,10 +74,10 @@ namespace Content.Server.Interfaces.GameObjects
void RemoveSlot(string slot);
/// <summary>
///
/// Checks whether a slot with the specified name exists.
/// </summary>
/// <param name="slot"></param>
/// <returns></returns>
/// <param name="slot">The slot name to check.</param>
/// <returns>True if the slot exists, false otherwise.</returns>
bool HasSlot(string slot);
}