2017-05-16 10:36:31 +02:00
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using Cyber.Entities.SyncBases;
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using Cyber.Networking.Clientside;
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using Cyber.Networking.Messages;
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namespace Cyber.Items {
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2017-05-16 14:21:42 +02:00
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/// <summary>
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/// Handles InventoryActions, building them on the client when needed and running them.
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/// </summary>
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2017-05-16 10:36:31 +02:00
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public class InventoryActionHandler {
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private Inventory Inventory;
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private Character Character;
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2017-05-16 14:21:42 +02:00
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/// <summary>
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/// Creates an <see cref="InventoryActionHandler"/>
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/// </summary>
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/// <param name="inventory"></param>
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/// <param name="character"></param>
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2017-05-16 10:36:31 +02:00
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public InventoryActionHandler(Inventory inventory, Character character) {
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Inventory = inventory;
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Character = character;
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}
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2017-05-16 14:21:42 +02:00
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/// <summary>
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/// Builds a <see cref="InventoryAction.Use"/> packet.
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/// </summary>
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/// <param name="slot">The equipped slot to use.</param>
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/// <returns></returns>
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2017-05-16 10:36:31 +02:00
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public InventoryActionPkt BuildUseItem(EquipSlot slot) {
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return new InventoryActionPkt(InventoryAction.Use, (int) slot);
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}
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2017-05-16 14:21:42 +02:00
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/// <summary>
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/// Builds a <see cref="InventoryAction.Unequip"/> packet.
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/// </summary>
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/// <param name="slot">The equipped slot to clear.</param>
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/// <returns></returns>
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2017-05-16 10:36:31 +02:00
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public InventoryActionPkt BuildClearSlot(EquipSlot slot) {
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return new InventoryActionPkt(InventoryAction.Unequip, (int) slot);
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}
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2017-05-16 14:21:42 +02:00
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/// <summary>
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/// Builds a <see cref="InventoryAction.Equip"/> packet.
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/// </summary>
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2017-05-16 19:35:38 +02:00
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/// <param name="itemIdx">The item index to equip.</param>
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2017-05-16 14:21:42 +02:00
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/// <returns></returns>
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2017-05-16 19:35:38 +02:00
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public InventoryActionPkt BuildEquipItem(int itemIdx) {
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return new InventoryActionPkt(InventoryAction.Equip, itemIdx);
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2017-05-16 10:36:31 +02:00
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}
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2017-05-17 00:28:12 +02:00
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public InventoryActionPkt BuildSlotSwitch(int switchFrom, int switchTo) {
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return new InventoryActionPkt(InventoryAction.Switch, new int[]{ switchFrom, switchTo });
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}
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2017-05-16 14:21:42 +02:00
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/// <summary>
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/// Handles an <see cref="InventoryActionPkt"/> to handle. Ran on server and client.
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/// </summary>
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/// <param name="action">The <see cref="InventoryAction"/> to run</param>
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/// <param name="relatedInt">The item related to the action.</param>
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/// <returns>Weather the action failed or not.</returns>
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2017-05-16 23:41:03 +02:00
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public bool HandleAction(InventoryAction action, int[] intList) {
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2017-05-16 10:36:31 +02:00
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switch (action) {
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case InventoryAction.Equip:
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2017-05-16 23:41:03 +02:00
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Inventory.Drive.EquipItem(intList[0]);
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2017-05-16 10:36:31 +02:00
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return true;
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case InventoryAction.Unequip:
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2017-05-16 23:41:03 +02:00
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EquipSlot Slot = (EquipSlot) intList[0];
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2017-05-16 19:35:38 +02:00
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Inventory.Drive.UnequipSlot(Slot);
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2017-05-16 10:36:31 +02:00
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return true;
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case InventoryAction.Use:
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2017-05-16 23:41:03 +02:00
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EquipSlot UseSlot = (EquipSlot) intList[0];
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2017-05-16 19:35:38 +02:00
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Item UseItem = Inventory.Drive.GetSlot(UseSlot);
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2017-05-16 10:36:31 +02:00
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if (UseItem != null && UseItem.Action != null && Character != null &&
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(!Client.IsRunning() || Client.GetConnectedPlayer().Character != Character)) {
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// Item exists, it has an action, and the character
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// isn't controlled by the client (no double-actions).
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UseItem.Action(Character);
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return true;
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}
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return false;
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2017-05-17 00:28:12 +02:00
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case InventoryAction.Switch:
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Inventory.Drive.SwitchSlots(intList[0], intList[1]);
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return true;
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2017-05-16 10:36:31 +02:00
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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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