using Cyber.Entities.SyncBases;
using Cyber.Networking.Clientside;
using Cyber.Networking.Messages;
namespace Cyber.Items {
///
/// Handles InventoryActions, building them on the client when needed and running them.
///
public class InventoryActionHandler {
private Inventory Inventory;
private Character Character;
///
/// Creates an
///
///
///
public InventoryActionHandler(Inventory inventory, Character character) {
Inventory = inventory;
Character = character;
}
///
/// Builds a packet.
///
/// The equipped slot to use.
///
public InventoryActionPkt BuildUseItem(EquipSlot slot) {
return new InventoryActionPkt(InventoryAction.Use, (int) slot);
}
///
/// Builds a packet.
///
/// The equipped slot to clear.
///
public InventoryActionPkt BuildClearSlot(EquipSlot slot) {
return new InventoryActionPkt(InventoryAction.Unequip, (int) slot);
}
///
/// Builds a packet.
///
/// The item index to equip.
///
public InventoryActionPkt BuildEquipItem(int itemIdx) {
return new InventoryActionPkt(InventoryAction.Equip, itemIdx);
}
///
/// Handles an to handle. Ran on server and client.
///
/// The to run
/// The item related to the action.
/// Weather the action failed or not.
public bool HandleAction(InventoryAction action, int relatedInt) {
switch (action) {
case InventoryAction.Equip:
Inventory.Drive.EquipItem(relatedInt);
return true;
case InventoryAction.Unequip:
EquipSlot Slot = (EquipSlot) relatedInt;
Inventory.Drive.UnequipSlot(Slot);
return true;
case InventoryAction.Use:
EquipSlot UseSlot = (EquipSlot) relatedInt;
Item UseItem = Inventory.Drive.GetSlot(UseSlot);
if (UseItem != null && UseItem.Action != null && Character != null &&
(!Client.IsRunning() || Client.GetConnectedPlayer().Character != Character)) {
// Item exists, it has an action, and the character
// isn't controlled by the client (no double-actions).
UseItem.Action(Character);
return true;
}
return false;
}
return false;
}
}
}