Files
VOIDRPG/Assets/90 - Scripts/Generic/Objects/Unit/Actions/EquipAction.cs
T
2026-07-09 21:33:33 +02:00

147 lines
6.1 KiB
C#

using System;
using System.Linq;
using VOID.Generic.Dict;
using VOID.Generic.Objects.Accessory;
using VOID.Generic.Objects.Armor;
using VOID.Generic.Objects.Unit.Actions.Exceptions;
using VOID.Generic.Objects.Weapon;
using VOID.Generic.Objects.Wearable;
using VOID.Generic.Objects.Wearable.Events;
using static VOID.Generic.Util.WearableUtils;
namespace VOID.Generic.Objects.Unit.Actions
{
public class EquipAction : AbstractAction
{
private readonly UnitObject _unit;
private readonly WearableObject _item;
private readonly int _slotIndex;
private readonly EquipmentSlotType _slot;
public EquipAction(UnitObject unit, WearableObject item, int slotIndex)
{
_unit = unit;
_item = item;
_slotIndex = slotIndex;
_slot = (EquipmentSlotType)slotIndex;
}
public EquipAction(UnitObject unit, WearableObject item)
{
_unit = unit;
_item = item;
_slot = FindEquipmentSlot();
_slotIndex = (int)_slot;
}
public override bool IsInRange() => true;
protected override void OnEndIt() {}
protected override void OnCancelIt() {}
public override void CanDoIt()
{
Check(
state == ActionState.Ready,
UnitActionErrorType.ActionStateIsNotReady);
if (_unit.basicState.turnManager)
{
Check(
_unit.unitState.isSelfTurn,
UnitActionErrorType.UnitSelfTurnNotActive);
Check(
_unit.unitData.currentResources.actionPoints >= 1,
UnitActionErrorType.UnitNotEnoughActionPoints);
}
Check(
_unit.unitEquipment.CanEquipInSlot(_slotIndex, _item),
UnitActionErrorType.CannotEquipItemInThatSlot);
Check(
_unit.unitState.isControllable,
UnitActionErrorType.UnitStateIsNotControllable);
Check(
_item.itemState.carriedBy == _unit,
UnitActionErrorType.UnitDontCarryThatItem);
Check(
_item.wearableData.requirements.All(requirement => requirement.Check(_unit)),
UnitActionErrorType.RequirementsNotMeetToEquipThatItem);
}
protected override void OnDoIt()
{
if (_unit.basicState.turnManager)
_unit.unitData.UseResource(UnitResourceType.ActionPoints, 1);
var equipEvent = new EquipEvent
{
wearable = _item,
unit = _unit,
slotIndex = _slotIndex,
slotType = _slot
};
_item.wearableEvents.onEquippedBefore.Invoke(equipEvent);
_unit.unitEvents.onEquipBefore.Invoke(equipEvent);
Check(!equipEvent.prevented, UnitActionErrorType.EquipIsPrevented);
TryToUnEquip();
BeforePerform();
// Move item from Backpack to Equipment
_unit.unitBackpack.Drop(_item);
_unit.unitEquipment.Equip(_slotIndex, _item);
// Execute events
_item.wearableEvents.onEquippedAfter.Invoke(equipEvent);
_unit.unitEvents.onEquipAfter.Invoke(equipEvent);
AfterPerform();
EndIt();
}
private void TryToUnEquip()
{
var toUnEquip = _unit.unitEquipment.GetEquipped(_slotIndex);
if (toUnEquip) new UnEquipAction(_unit, toUnEquip).DoIt();
// All WearableObjects un-equip only this item where it will be equipped
// EXCEPT WeaponObject - these also can un-equip additionally mainHand or offHand, only when dealing with two-handed weapons
if (_item is not WeaponObject weapon) return;
var mainHand = _unit.unitEquipment.GetEquipped(EquipmentSlotType.MainHand) as WeaponObject;
var offHand = _unit.unitEquipment.GetEquipped(EquipmentSlotType.OffHand) as WeaponObject;
// UNEQUIP MAINHAND - if it is two-hand, we try to equip something in offhand
if (mainHand && _slot == EquipmentSlotType.OffHand && mainHand.weaponData.weaponCarryType is WeaponCarryType.TwoHand)
new UnEquipAction(_unit, mainHand).DoIt();
// UNEQUIP OFFHAND - if we try to equip something two-handed
if (offHand && weapon.weaponData.weaponCarryType == WeaponCarryType.TwoHand)
new UnEquipAction(_unit, offHand).DoIt();
}
private EquipmentSlotType FindEquipmentSlot()
{
var equippedRingOne = _unit.unitEquipment.GetEquipped(EquipmentSlotType.RingOne);
var equippedRingTwo = _unit.unitEquipment.GetEquipped(EquipmentSlotType.RingTwo);
return _item switch
{
WeaponObject when !IsWeaponCarryType(_item, WeaponCarryType.OneHandOff) => EquipmentSlotType.MainHand,
WeaponObject when IsWeaponCarryType(_item, WeaponCarryType.OneHandOff) => EquipmentSlotType.OffHand,
ArmorObject when IsType(_item, ArmorType.Helmet) => EquipmentSlotType.Helmet,
ArmorObject when IsType(_item, ArmorType.Armor) => EquipmentSlotType.Armor,
ArmorObject when IsType(_item, ArmorType.Pants) => EquipmentSlotType.Pants,
ArmorObject when IsType(_item, ArmorType.Belt) => EquipmentSlotType.Belt,
ArmorObject when IsType(_item, ArmorType.Boots) => EquipmentSlotType.Boots,
ArmorObject when IsType(_item, ArmorType.Gloves) => EquipmentSlotType.Gloves,
AccessoryObject when IsType(_item, AccessoryType.Necklace) => EquipmentSlotType.Necklace,
AccessoryObject when IsType(_item, AccessoryType.Ring) && (!equippedRingOne || equippedRingTwo) => EquipmentSlotType.RingOne,
AccessoryObject when IsType(_item, AccessoryType.Ring) && (equippedRingOne && !equippedRingTwo) => EquipmentSlotType.RingTwo,
_ => throw new ArgumentOutOfRangeException(nameof(_item))
};
}
}
}