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path: root/code/pawn/component/InventoryComponent.cs
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using Sandbox;

namespace MurderGame;

public partial class InventoryComponent : EntityComponent<Player>, ISingletonComponent
{
	private const int MIN_SLOT = 1;
	private const int MAX_SLOT = 2;

	private const int UNARMED_SLOT = 1;
	private const int PRIMARY_SLOT = 2;

	[Net] public Weapon PrimaryWeapon { get; private set; }

	[Net] public int ActiveSlot { get; set; }

	[Net] public bool AllowPickup { get; set; } = true;

	public Weapon GetCurrentWeapon()
	{
		return ActiveSlot switch
		{
			PRIMARY_SLOT => PrimaryWeapon,
			_ => null
		};
	}

	public void SetPrimaryWeapon( Weapon weapon )
	{
		PrimaryWeapon?.OnHolster();
		PrimaryWeapon?.Delete();
		PrimaryWeapon = weapon;
		if ( weapon != null )
		{
			weapon.ChangeOwner( Entity );
		}

		if ( ActiveSlot == PRIMARY_SLOT )
		{
			weapon?.OnEquip( Entity );
		}
	}

	private void PrevSlot()
	{
		if ( ActiveSlot > MIN_SLOT )
		{
			--ActiveSlot;
		}
		else
		{
			ActiveSlot = MAX_SLOT;
		}
	}

	private void NextSlot()
	{
		if ( ActiveSlot < MAX_SLOT )
		{
			++ActiveSlot;
		}
		else
		{
			ActiveSlot = MIN_SLOT;
		}
	}

	public void Simulate( IClient cl )
	{
		var currentWeapon = GetCurrentWeapon();
		var currentSlot = ActiveSlot;

		if ( Input.Released( "SlotPrev" ) )
		{
			PrevSlot();
		}
		else if ( Input.Released( "SlotNext" ) )
		{
			NextSlot();
		}
		else if ( Input.Down( "Slot1" ) )
		{
			ActiveSlot = 1;
		}
		else if ( Input.Down( "Slot2" ) )
		{
			ActiveSlot = 2;
		}

		if ( ActiveSlot != currentSlot )
		{
			currentWeapon?.OnHolster();
			GetCurrentWeapon()?.OnEquip( Entity );
		}

		GetCurrentWeapon()?.Simulate( cl );
	}

	public void Holster()
	{
		var weapon = GetCurrentWeapon();
		weapon?.OnHolster();
	}

	public void Clear()
	{
		Holster();
		SetPrimaryWeapon( null );
	}

	public void SpillContents( Vector3 location, Vector3 velocity )
	{
		Holster();
		if ( PrimaryWeapon is not null and Pistol )
		{
			PrimaryWeapon.ChangeOwner( null );
			DroppedWeapon droppedWeapon = new((Pistol)PrimaryWeapon);
			droppedWeapon.CopyFrom( PrimaryWeapon );
			droppedWeapon.Position = location;
			droppedWeapon.Velocity = velocity;
		}

		Clear();
	}
}