Handle inventory template updating V2 (#39246)
This commit is contained in:
@@ -59,7 +59,7 @@ public sealed class ClientClothingSystem : ClothingSystem
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base.Initialize();
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SubscribeLocalEvent<ClothingComponent, GetEquipmentVisualsEvent>(OnGetVisuals);
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SubscribeLocalEvent<ClothingComponent, InventoryTemplateUpdated>(OnInventoryTemplateUpdated);
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SubscribeLocalEvent<InventoryComponent, InventoryTemplateUpdated>(OnInventoryTemplateUpdated);
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SubscribeLocalEvent<InventoryComponent, VisualsChangedEvent>(OnVisualsChanged);
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SubscribeLocalEvent<SpriteComponent, DidUnequipEvent>(OnDidUnequip);
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@@ -82,20 +82,19 @@ public sealed class ClientClothingSystem : ClothingSystem
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}
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}
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private void OnInventoryTemplateUpdated(Entity<ClothingComponent> ent, ref InventoryTemplateUpdated args)
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private void OnInventoryTemplateUpdated(Entity<InventoryComponent> ent, ref InventoryTemplateUpdated args)
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{
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UpdateAllSlots(ent.Owner, clothing: ent.Comp);
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UpdateAllSlots(ent.Owner, ent.Comp);
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}
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private void UpdateAllSlots(
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EntityUid uid,
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InventoryComponent? inventoryComponent = null,
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ClothingComponent? clothing = null)
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InventoryComponent? inventoryComponent = null)
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{
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var enumerator = _inventorySystem.GetSlotEnumerator((uid, inventoryComponent));
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while (enumerator.NextItem(out var item, out var slot))
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{
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RenderEquipment(uid, item, slot.Name, inventoryComponent, clothingComponent: clothing);
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RenderEquipment(uid, item, slot.Name, inventoryComponent);
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}
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}
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@@ -1,3 +1,4 @@
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using System.Linq;
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using Content.Client.Clothing;
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using Content.Client.Examine;
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using Content.Client.Verbs.UI;
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@@ -11,6 +12,7 @@ using Robust.Client.UserInterface;
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using Robust.Shared.Containers;
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using Robust.Shared.Input.Binding;
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using Robust.Shared.Player;
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using Robust.Shared.Timing;
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namespace Content.Client.Inventory
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{
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@@ -19,7 +21,7 @@ namespace Content.Client.Inventory
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{
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IUserInterfaceManager _ui = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly ClientClothingSystem _clothingVisualsSystem = default!;
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[Dependency] private readonly ExamineSystem _examine = default!;
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@@ -91,6 +93,14 @@ namespace Content.Client.Inventory
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private void OnShutdown(EntityUid uid, InventoryComponent component, ComponentShutdown args)
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{
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if (TryComp(uid, out InventorySlotsComponent? inventorySlots))
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{
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foreach (var slot in component.Slots)
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{
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TryRemoveSlotData((uid, inventorySlots), (SlotData)slot);
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}
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}
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if (uid == _playerManager.LocalEntity)
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OnUnlinkInventory?.Invoke();
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}
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@@ -102,23 +112,6 @@ namespace Content.Client.Inventory
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private void OnPlayerAttached(EntityUid uid, InventorySlotsComponent component, LocalPlayerAttachedEvent args)
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{
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if (TryGetSlots(uid, out var definitions))
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{
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foreach (var definition in definitions)
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{
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if (!TryGetSlotContainer(uid, definition.Name, out var container, out _))
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continue;
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if (!component.SlotData.TryGetValue(definition.Name, out var data))
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{
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data = new SlotData(definition);
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component.SlotData[definition.Name] = data;
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}
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data.Container = container;
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}
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}
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OnLinkInventorySlots?.Invoke(uid, component);
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}
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@@ -128,20 +121,6 @@ namespace Content.Client.Inventory
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base.Shutdown();
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}
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protected override void OnInit(EntityUid uid, InventoryComponent component, ComponentInit args)
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{
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base.OnInit(uid, component, args);
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_clothingVisualsSystem.InitClothing(uid, component);
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if (!TryComp(uid, out InventorySlotsComponent? inventorySlots))
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return;
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foreach (var slot in component.Slots)
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{
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TryAddSlotDef(uid, inventorySlots, slot);
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}
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}
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public void ReloadInventory(InventorySlotsComponent? component = null)
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{
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var player = _playerManager.LocalEntity;
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@@ -165,7 +144,10 @@ namespace Content.Client.Inventory
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public void UpdateSlot(EntityUid owner, InventorySlotsComponent component, string slotName,
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bool? blocked = null, bool? highlight = null)
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{
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var oldData = component.SlotData[slotName];
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// The slot might have been removed when changing templates, which can cause items to be dropped.
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if (!component.SlotData.TryGetValue(slotName, out var oldData))
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return;
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var newHighlight = oldData.Highlighted;
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var newBlocked = oldData.Blocked;
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@@ -181,14 +163,28 @@ namespace Content.Client.Inventory
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EntitySlotUpdate?.Invoke(newData);
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}
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public bool TryAddSlotDef(EntityUid owner, InventorySlotsComponent component, SlotDefinition newSlotDef)
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public bool TryAddSlotData(Entity<InventorySlotsComponent> ent, SlotData newSlotData)
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{
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SlotData newSlotData = newSlotDef; //convert to slotData
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if (!component.SlotData.TryAdd(newSlotDef.Name, newSlotData))
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if (!ent.Comp.SlotData.TryAdd(newSlotData.SlotName, newSlotData))
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return false;
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if (owner == _playerManager.LocalEntity)
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if (TryGetSlotContainer(ent.Owner, newSlotData.SlotName, out var newContainer, out _))
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ent.Comp.SlotData[newSlotData.SlotName].Container = newContainer;
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if (ent.Owner == _playerManager.LocalEntity)
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OnSlotAdded?.Invoke(newSlotData);
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return true;
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}
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public bool TryRemoveSlotData(Entity<InventorySlotsComponent> ent, SlotData removedSlotData)
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{
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if (!ent.Comp.SlotData.Remove(removedSlotData.SlotName))
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return false;
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if (ent.Owner == _playerManager.LocalEntity)
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OnSlotRemoved?.Invoke(removedSlotData);
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return true;
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}
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@@ -239,33 +235,52 @@ namespace Content.Client.Inventory
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{
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base.UpdateInventoryTemplate(ent);
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if (TryComp(ent, out InventorySlotsComponent? inventorySlots))
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if (!TryComp<InventorySlotsComponent>(ent, out var inventorySlots))
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return;
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List<SlotData> slotDataToRemove = new(); // don't modify dict while iterating
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foreach (var slotData in inventorySlots.SlotData.Values)
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{
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foreach (var slot in ent.Comp.Slots)
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{
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if (inventorySlots.SlotData.TryGetValue(slot.Name, out var slotData))
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slotData.SlotDef = slot;
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}
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if (!ent.Comp.Slots.Any(s => s.Name == slotData.SlotName))
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slotDataToRemove.Add(slotData);
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}
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// remove slots that are no longer in the new template
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foreach (var slotData in slotDataToRemove)
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{
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TryRemoveSlotData((ent.Owner, inventorySlots), slotData);
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}
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// update existing slots or add them if they don't exist yet
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foreach (var slot in ent.Comp.Slots)
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{
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if (inventorySlots.SlotData.TryGetValue(slot.Name, out var slotData))
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slotData.SlotDef = slot;
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else
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TryAddSlotData((ent.Owner, inventorySlots), (SlotData)slot);
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}
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_clothingVisualsSystem.InitClothing(ent, ent.Comp);
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if (ent.Owner == _playerManager.LocalEntity)
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ReloadInventory(inventorySlots);
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}
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public sealed class SlotData
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{
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public SlotDefinition SlotDef;
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public EntityUid? HeldEntity => Container?.ContainedEntity;
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public bool Blocked;
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public bool Highlighted;
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[ViewVariables]
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public ContainerSlot? Container;
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public bool HasSlotGroup => SlotDef.SlotGroup != "Default";
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public Vector2i ButtonOffset => SlotDef.UIWindowPosition;
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public string SlotName => SlotDef.Name;
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public bool ShowInWindow => SlotDef.ShowInWindow;
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public string SlotGroup => SlotDef.SlotGroup;
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public string SlotDisplayName => SlotDef.DisplayName;
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public string TextureName => "Slots/" + SlotDef.TextureName;
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public string FullTextureName => SlotDef.FullTextureName;
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[ViewVariables] public SlotDefinition SlotDef;
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[ViewVariables] public EntityUid? HeldEntity => Container?.ContainedEntity;
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[ViewVariables] public bool Blocked;
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[ViewVariables] public bool Highlighted;
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[ViewVariables] public ContainerSlot? Container;
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[ViewVariables] public bool HasSlotGroup => SlotDef.SlotGroup != "Default";
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[ViewVariables] public Vector2i ButtonOffset => SlotDef.UIWindowPosition;
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[ViewVariables] public string SlotName => SlotDef.Name;
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[ViewVariables] public bool ShowInWindow => SlotDef.ShowInWindow;
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[ViewVariables] public string SlotGroup => SlotDef.SlotGroup;
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[ViewVariables] public string SlotDisplayName => SlotDef.DisplayName;
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[ViewVariables] public string TextureName => "Slots/" + SlotDef.TextureName;
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[ViewVariables] public string FullTextureName => SlotDef.FullTextureName;
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public SlotData(SlotDefinition slotDef, ContainerSlot? container = null, bool highlighted = false,
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bool blocked = false)
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@@ -1,6 +1,8 @@
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using Robust.Shared.Serialization;
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namespace Content.Shared.DisplacementMap;
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[DataDefinition]
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[DataDefinition, Serializable, NetSerializable]
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public sealed partial class DisplacementData
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{
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/// <summary>
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@@ -1,7 +1,7 @@
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using Content.Shared.DisplacementMap;
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using Robust.Shared.Containers;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.Inventory;
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@@ -10,28 +10,46 @@ namespace Content.Shared.Inventory;
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[AutoGenerateComponentState(true)]
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public sealed partial class InventoryComponent : Component
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{
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[DataField("templateId", customTypeSerializer: typeof(PrototypeIdSerializer<InventoryTemplatePrototype>))]
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[AutoNetworkedField]
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public string TemplateId { get; set; } = "human";
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/// <summary>
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/// The template defining how the inventory layout will look like.
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/// </summary>
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[DataField, AutoNetworkedField]
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[ViewVariables] // use the API method
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public ProtoId<InventoryTemplatePrototype> TemplateId = "human";
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[DataField("speciesId")] public string? SpeciesId { get; set; }
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/// <summary>
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/// For setting the TemplateId.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public ProtoId<InventoryTemplatePrototype> TemplateIdVV
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{
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get => TemplateId;
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set => IoCManager.Resolve<IEntityManager>().System<InventorySystem>().SetTemplateId((Owner, this), value);
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}
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[DataField, AutoNetworkedField]
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public string? SpeciesId;
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[ViewVariables]
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public SlotDefinition[] Slots = Array.Empty<SlotDefinition>();
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[ViewVariables]
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public ContainerSlot[] Containers = Array.Empty<ContainerSlot>();
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[DataField]
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[DataField, AutoNetworkedField]
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public Dictionary<string, DisplacementData> Displacements = new();
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/// <summary>
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/// Alternate displacement maps, which if available, will be selected for the player of the appropriate gender.
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/// </summary>
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[DataField]
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[DataField, AutoNetworkedField]
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public Dictionary<string, DisplacementData> FemaleDisplacements = new();
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/// <summary>
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/// Alternate displacement maps, which if available, will be selected for the player of the appropriate gender.
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/// </summary>
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[DataField]
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[DataField, AutoNetworkedField]
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public Dictionary<string, DisplacementData> MaleDisplacements = new();
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}
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@@ -43,7 +43,7 @@ public partial class InventorySystem : EntitySystem
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if (!TryComp<T>(item, out var required))
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continue;
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if ((((IClothingSlots) required).Slots & slot.SlotFlags) == 0x0)
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if ((((IClothingSlots)required).Slots & slot.SlotFlags) == 0x0)
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continue;
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target = (item, required);
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@@ -55,20 +55,9 @@ public partial class InventorySystem : EntitySystem
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return false;
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}
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protected virtual void OnInit(EntityUid uid, InventoryComponent component, ComponentInit args)
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private void OnInit(Entity<InventoryComponent> ent, ref ComponentInit args)
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{
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if (!_prototypeManager.TryIndex(component.TemplateId, out InventoryTemplatePrototype? invTemplate))
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return;
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component.Slots = invTemplate.Slots;
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component.Containers = new ContainerSlot[component.Slots.Length];
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for (var i = 0; i < component.Containers.Length; i++)
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{
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var slot = component.Slots[i];
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var container = _containerSystem.EnsureContainer<ContainerSlot>(uid, slot.Name);
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container.OccludesLight = false;
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component.Containers[i] = container;
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}
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UpdateInventoryTemplate(ent);
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}
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private void AfterAutoState(Entity<InventoryComponent> ent, ref AfterAutoHandleStateEvent args)
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@@ -78,18 +67,31 @@ public partial class InventorySystem : EntitySystem
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protected virtual void UpdateInventoryTemplate(Entity<InventoryComponent> ent)
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{
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if (ent.Comp.LifeStage < ComponentLifeStage.Initialized)
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if (!_prototypeManager.Resolve(ent.Comp.TemplateId, out var invTemplate))
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return;
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if (!_prototypeManager.TryIndex(ent.Comp.TemplateId, out InventoryTemplatePrototype? invTemplate))
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return;
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// Remove any containers that aren't in the new template.
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foreach (var container in ent.Comp.Containers)
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{
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if (invTemplate.Slots.Any(s => s.Name == container.ID))
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continue;
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DebugTools.Assert(ent.Comp.Slots.Length == invTemplate.Slots.Length);
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// Empty container before deletion so the contents don't get deleted.
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// For cases when we update the template while items are already worn.
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_containerSystem.EmptyContainer(container);
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_containerSystem.ShutdownContainer(container);
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}
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// Ensure the containers from the template.
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ent.Comp.Slots = invTemplate.Slots;
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var ev = new InventoryTemplateUpdated();
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RaiseLocalEvent(ent, ref ev);
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ent.Comp.Containers = new ContainerSlot[ent.Comp.Slots.Length];
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for (var i = 0; i < ent.Comp.Containers.Length; i++)
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{
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var slot = ent.Comp.Slots[i];
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var container = _containerSystem.EnsureContainer<ContainerSlot>(ent.Owner, slot.Name);
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container.OccludesLight = false;
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ent.Comp.Containers[i] = container;
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}
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}
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private void OnOpenSlotStorage(OpenSlotStorageNetworkMessage ev, EntitySessionEventArgs args)
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@@ -195,27 +197,21 @@ public partial class InventorySystem : EntitySystem
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}
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/// <summary>
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/// Change the inventory template ID an entity is using. The new template must be compatible.
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/// Change the inventory template ID an entity is using
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/// and drop any item that does not have a slot according to the new template.
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/// This will update the client-side UI accordingly.
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/// </summary>
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/// <remarks>
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/// <para>
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/// For an inventory template to be compatible with another, it must have exactly the same slot names.
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/// All other changes are rejected.
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/// </para>
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/// </remarks>
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/// <param name="ent">The entity to update.</param>
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/// <param name="newTemplate">The ID of the new inventory template prototype.</param>
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/// <exception cref="ArgumentException">
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/// Thrown if the new template is not compatible with the existing one.
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/// </exception>
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public void SetTemplateId(Entity<InventoryComponent> ent, ProtoId<InventoryTemplatePrototype> newTemplate)
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{
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var newPrototype = _prototypeManager.Index(newTemplate);
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if (!newPrototype.Slots.Select(x => x.Name).SequenceEqual(ent.Comp.Slots.Select(x => x.Name)))
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throw new ArgumentException("Incompatible inventory template!");
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if (ent.Comp.TemplateId == newTemplate)
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return;
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ent.Comp.TemplateId = newTemplate;
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UpdateInventoryTemplate(ent);
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Dirty(ent);
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}
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@@ -231,12 +227,12 @@ public partial class InventorySystem : EntitySystem
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private int _nextIdx = 0;
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public static InventorySlotEnumerator Empty = new(Array.Empty<SlotDefinition>(), Array.Empty<ContainerSlot>());
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public InventorySlotEnumerator(InventoryComponent inventory, SlotFlags flags = SlotFlags.All)
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public InventorySlotEnumerator(InventoryComponent inventory, SlotFlags flags = SlotFlags.All)
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: this(inventory.Slots, inventory.Containers, flags)
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{
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}
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public InventorySlotEnumerator(SlotDefinition[] slots, ContainerSlot[] containers, SlotFlags flags = SlotFlags.All)
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public InventorySlotEnumerator(SlotDefinition[] slots, ContainerSlot[] containers, SlotFlags flags = SlotFlags.All)
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{
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DebugTools.Assert(flags != SlotFlags.NONE);
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DebugTools.AssertEqual(slots.Length, containers.Length);
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