Fix debug asserts when unequipping items (#38274)

This commit is contained in:
slarticodefast
2025-06-21 15:40:56 +02:00
committed by GitHub
parent a481f0bbbc
commit 092f88c16f
3 changed files with 19 additions and 45 deletions

View File

@@ -11,12 +11,11 @@ namespace Content.Shared.Clothing.Components;
/// <summary> /// <summary>
/// This handles entities which can be equipped. /// This handles entities which can be equipped.
/// </summary> /// </summary>
[NetworkedComponent] [RegisterComponent, NetworkedComponent, AutoGenerateComponentState(true)]
[RegisterComponent]
[Access(typeof(ClothingSystem), typeof(InventorySystem))] [Access(typeof(ClothingSystem), typeof(InventorySystem))]
public sealed partial class ClothingComponent : Component public sealed partial class ClothingComponent : Component
{ {
[DataField("clothingVisuals")] [DataField]
public Dictionary<string, List<PrototypeLayerData>> ClothingVisuals = new(); public Dictionary<string, List<PrototypeLayerData>> ClothingVisuals = new();
/// <summary> /// <summary>
@@ -25,8 +24,7 @@ public sealed partial class ClothingComponent : Component
[DataField] [DataField]
public string? MappedLayer; public string? MappedLayer;
[ViewVariables(VVAccess.ReadWrite)] [DataField]
[DataField("quickEquip")]
public bool QuickEquip = true; public bool QuickEquip = true;
/// <summary> /// <summary>
@@ -36,22 +34,18 @@ public sealed partial class ClothingComponent : Component
/// <remarks> /// <remarks>
/// Note that this may be a combination of different slot flags, not a singular bit. /// Note that this may be a combination of different slot flags, not a singular bit.
/// </remarks> /// </remarks>
[ViewVariables(VVAccess.ReadWrite)]
[DataField(required: true)] [DataField(required: true)]
[Access(typeof(ClothingSystem), typeof(InventorySystem), Other = AccessPermissions.ReadExecute)] [Access(typeof(ClothingSystem), typeof(InventorySystem), Other = AccessPermissions.ReadExecute)]
public SlotFlags Slots = SlotFlags.NONE; public SlotFlags Slots = SlotFlags.NONE;
[ViewVariables(VVAccess.ReadWrite)] [DataField]
[DataField("equipSound")]
public SoundSpecifier? EquipSound; public SoundSpecifier? EquipSound;
[ViewVariables(VVAccess.ReadWrite)] [DataField]
[DataField("unequipSound")]
public SoundSpecifier? UnequipSound; public SoundSpecifier? UnequipSound;
[Access(typeof(ClothingSystem))] [Access(typeof(ClothingSystem))]
[ViewVariables(VVAccess.ReadWrite)] [DataField, AutoNetworkedField]
[DataField("equippedPrefix")]
public string? EquippedPrefix; public string? EquippedPrefix;
/// <summary> /// <summary>
@@ -59,11 +53,9 @@ public sealed partial class ClothingComponent : Component
/// useful when prototyping INNERCLOTHING items into OUTERCLOTHING items without duplicating/modifying RSIs etc. /// useful when prototyping INNERCLOTHING items into OUTERCLOTHING items without duplicating/modifying RSIs etc.
/// </summary> /// </summary>
[Access(typeof(ClothingSystem))] [Access(typeof(ClothingSystem))]
[ViewVariables(VVAccess.ReadWrite)] [DataField, AutoNetworkedField]
[DataField("equippedState")]
public string? EquippedState; public string? EquippedState;
[ViewVariables(VVAccess.ReadWrite)]
[DataField("sprite")] [DataField("sprite")]
public string? RsiPath; public string? RsiPath;
@@ -72,7 +64,7 @@ public sealed partial class ClothingComponent : Component
/// Note that this being non-null does not mean the clothing is considered "worn" or "equipped" unless the slot /// Note that this being non-null does not mean the clothing is considered "worn" or "equipped" unless the slot
/// satisfies the <see cref="Slots"/> flags. /// satisfies the <see cref="Slots"/> flags.
/// </summary> /// </summary>
[DataField] [DataField, AutoNetworkedField]
public string? InSlot; public string? InSlot;
// TODO CLOTHING // TODO CLOTHING
// Maybe keep this null unless its in a valid slot? // Maybe keep this null unless its in a valid slot?
@@ -82,16 +74,16 @@ public sealed partial class ClothingComponent : Component
/// <summary> /// <summary>
/// Slot flags of the slot the clothing is currently in. See also <see cref="InSlot"/>. /// Slot flags of the slot the clothing is currently in. See also <see cref="InSlot"/>.
/// </summary> /// </summary>
[DataField] [DataField, AutoNetworkedField]
public SlotFlags? InSlotFlag; public SlotFlags? InSlotFlag;
// TODO CLOTHING // TODO CLOTHING
// Maybe keep this null unless its in a valid slot? // Maybe keep this null unless its in a valid slot?
// And when doing this, combine InSlot and InSlotFlag, as it'd be a breaking change for downstreams anyway // And when doing this, combine InSlot and InSlotFlag, as it'd be a breaking change for downstreams anyway
[DataField, ViewVariables(VVAccess.ReadWrite)] [DataField]
public TimeSpan EquipDelay = TimeSpan.Zero; public TimeSpan EquipDelay = TimeSpan.Zero;
[DataField, ViewVariables(VVAccess.ReadWrite)] [DataField]
public TimeSpan UnequipDelay = TimeSpan.Zero; public TimeSpan UnequipDelay = TimeSpan.Zero;
/// <summary> /// <summary>
@@ -102,17 +94,6 @@ public sealed partial class ClothingComponent : Component
public TimeSpan StripDelay = TimeSpan.Zero; public TimeSpan StripDelay = TimeSpan.Zero;
} }
[Serializable, NetSerializable]
public sealed class ClothingComponentState : ComponentState
{
public string? EquippedPrefix;
public ClothingComponentState(string? equippedPrefix)
{
EquippedPrefix = equippedPrefix;
}
}
public enum ClothingMask : byte public enum ClothingMask : byte
{ {
NoMask = 0, NoMask = 0,

View File

@@ -21,8 +21,7 @@ public abstract class ClothingSystem : EntitySystem
base.Initialize(); base.Initialize();
SubscribeLocalEvent<ClothingComponent, UseInHandEvent>(OnUseInHand); SubscribeLocalEvent<ClothingComponent, UseInHandEvent>(OnUseInHand);
SubscribeLocalEvent<ClothingComponent, ComponentGetState>(OnGetState); SubscribeLocalEvent<ClothingComponent, AfterAutoHandleStateEvent>(AfterAutoHandleState);
SubscribeLocalEvent<ClothingComponent, ComponentHandleState>(OnHandleState);
SubscribeLocalEvent<ClothingComponent, GotEquippedEvent>(OnGotEquipped); SubscribeLocalEvent<ClothingComponent, GotEquippedEvent>(OnGotEquipped);
SubscribeLocalEvent<ClothingComponent, GotUnequippedEvent>(OnGotUnequipped); SubscribeLocalEvent<ClothingComponent, GotUnequippedEvent>(OnGotUnequipped);
@@ -84,6 +83,7 @@ public abstract class ClothingSystem : EntitySystem
{ {
component.InSlot = args.Slot; component.InSlot = args.Slot;
component.InSlotFlag = args.SlotFlags; component.InSlotFlag = args.SlotFlags;
Dirty(uid, component);
if ((component.Slots & args.SlotFlags) == SlotFlags.NONE) if ((component.Slots & args.SlotFlags) == SlotFlags.NONE)
return; return;
@@ -108,19 +108,12 @@ public abstract class ClothingSystem : EntitySystem
component.InSlot = null; component.InSlot = null;
component.InSlotFlag = null; component.InSlotFlag = null;
Dirty(uid, component);
} }
private void OnGetState(EntityUid uid, ClothingComponent component, ref ComponentGetState args) private void AfterAutoHandleState(Entity<ClothingComponent> ent, ref AfterAutoHandleStateEvent args)
{ {
args.State = new ClothingComponentState(component.EquippedPrefix); _itemSys.VisualsChanged(ent.Owner);
}
private void OnHandleState(EntityUid uid, ClothingComponent component, ref ComponentHandleState args)
{
if (args.Current is not ClothingComponentState state)
return;
SetEquippedPrefix(uid, state.EquippedPrefix, component);
} }
private void OnEquipDoAfter(Entity<ClothingComponent> ent, ref ClothingEquipDoAfterEvent args) private void OnEquipDoAfter(Entity<ClothingComponent> ent, ref ClothingEquipDoAfterEvent args)

View File

@@ -75,13 +75,13 @@ public sealed class MaskSystem : EntitySystem
private void ToggleMaskComponents(EntityUid uid, MaskComponent mask, EntityUid wearer, string? equippedPrefix = null, bool isEquip = false) private void ToggleMaskComponents(EntityUid uid, MaskComponent mask, EntityUid wearer, string? equippedPrefix = null, bool isEquip = false)
{ {
Dirty(uid, mask); Dirty(uid, mask);
if (mask.ToggleActionEntity is {} action) if (mask.ToggleActionEntity is { } action)
_actionSystem.SetToggled(action, mask.IsToggled); _actionSystem.SetToggled(action, mask.IsToggled);
var maskEv = new ItemMaskToggledEvent((wearer, mask), wearer); var maskEv = new ItemMaskToggledEvent((uid, mask), wearer);
RaiseLocalEvent(uid, ref maskEv); RaiseLocalEvent(uid, ref maskEv);
var wearerEv = new WearerMaskToggledEvent((wearer, mask)); var wearerEv = new WearerMaskToggledEvent((uid, mask));
RaiseLocalEvent(wearer, ref wearerEv); RaiseLocalEvent(wearer, ref wearerEv);
} }