get that crap outta here (completely rewrites inventorysystem) (#5807)
* some work * equip: done unequip: todo * unequipping done & refactored events * workin * movin * reee namespaces * stun * mobstate * fixes * some work on events * removes serverside itemcomp & misc fixes * work * smol merge fix * ports template to prototype & finishes ui * moves relay & adds containerenumerator * actions & cuffs * my god what is actioncode * more fixes * im loosing my grasp on reality * more fixes * more work * explosions * yes * more work * more fixes * merge master & misc fixed because i forgot to commit before merging master * more fixes * fixes * moar * more work * moar fixes * suffixmap * more work on client * motivation low * no. no containers * mirroring client to server * fixes * move serverinvcomp * serverinventorycomponent is dead * gaming * only strippable & ai left... * only ai and richtext left * fixes ai * fixes * fixes sprite layers * more fixes * resolves optional * yes * stable™️ * fixes * moar fixes * moar * fix some tests * lmao * no comment * good to merge™️ * fixes build but for real * adresses some reviews * adresses some more reviews * nullables, yo * fixes lobbyscreen * timid refactor to differentiate actor & target * adresses more reviews * more * my god what a mess * removed the rest of duplicates * removed duplicate slotflags and renamed shoes to feet * removes another unused one * yes * fixes lobby & makes tryunequip return unequipped item * fixes * some funny renames * fixes * misc improvements to attemptevents * fixes * merge fixes Co-authored-by: Paul Ritter <ritter.paul1@gmail.com>
This commit is contained in:
@@ -1,17 +1,13 @@
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using System.Collections.Generic;
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using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using Content.Client.Clothing;
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using Content.Shared.CharacterAppearance;
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using Content.Client.Items.UI;
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using Content.Shared.Inventory;
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using Content.Shared.Movement.EntitySystems;
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using Robust.Client.GameObjects;
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using Robust.Client.UserInterface;
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using Robust.Client.UserInterface.CustomControls;
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using Robust.Shared.Analyzers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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using static Content.Shared.Inventory.EquipmentSlotDefines;
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using static Content.Shared.Inventory.SharedInventoryComponent.ClientInventoryMessage;
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namespace Content.Client.Inventory
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{
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@@ -19,242 +15,21 @@ namespace Content.Client.Inventory
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/// A character UI which shows items the user has equipped within his inventory
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/// </summary>
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[RegisterComponent]
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[ComponentReference(typeof(SharedInventoryComponent))]
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public class ClientInventoryComponent : SharedInventoryComponent
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[ComponentReference(typeof(InventoryComponent))]
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[Friend(typeof(ClientInventorySystem))]
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public class ClientInventoryComponent : InventoryComponent
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{
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[Dependency] private readonly IEntityManager _entMan = default!;
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public Control BottomLeftButtons = default!;
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public Control BottomRightButtons = default!;
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public Control TopQuickButtons = default!;
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private readonly Dictionary<Slots, EntityUid> _slots = new();
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public SS14Window InventoryWindow = default!;
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public IReadOnlyDictionary<Slots, EntityUid> AllSlots => _slots;
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[ViewVariables] public InventoryInterfaceController InterfaceController { get; private set; } = default!;
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[ComponentDependency]
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private ISpriteComponent? _sprite;
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private bool _playerAttached = false;
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public readonly Dictionary<string, List<ItemSlotButton>> SlotButtons = new();
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[ViewVariables]
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[DataField("speciesId")] public string? SpeciesId { get; set; }
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protected override void OnRemove()
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{
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base.OnRemove();
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if (_playerAttached)
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{
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InterfaceController?.PlayerDetached();
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}
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InterfaceController?.Dispose();
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}
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protected override void Initialize()
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{
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base.Initialize();
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var controllerType = ReflectionManager.LooseGetType(InventoryInstance.InterfaceControllerTypeName);
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var args = new object[] {this};
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InterfaceController = DynamicTypeFactory.CreateInstance<InventoryInterfaceController>(controllerType, args);
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InterfaceController.Initialize();
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if (_sprite != null)
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{
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foreach (var mask in InventoryInstance.SlotMasks.OrderBy(s => InventoryInstance.SlotDrawingOrder(s)))
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{
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if (mask == Slots.NONE)
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{
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continue;
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}
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_sprite.LayerMapReserveBlank(mask);
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}
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}
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// Component state already came in but we couldn't set anything visually because, well, we didn't initialize yet.
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foreach (var (slot, entity) in _slots)
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{
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_setSlot(slot, entity);
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}
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}
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public override bool IsEquipped(EntityUid item)
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{
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return item != default && _slots.Values.Any(e => e == item);
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}
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public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
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{
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base.HandleComponentState(curState, nextState);
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if (curState is not InventoryComponentState state)
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return;
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var doneSlots = new HashSet<Slots>();
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foreach (var (slot, entity) in state.Entities)
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{
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if (!_entMan.EntityExists(entity))
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{
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continue;
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}
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if (!_slots.ContainsKey(slot) || _slots[slot] != entity)
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{
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_slots[slot] = entity;
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_setSlot(slot, entity);
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}
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doneSlots.Add(slot);
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}
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if (state.HoverEntity != null)
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{
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var (slot, (entity, fits)) = state.HoverEntity.Value;
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InterfaceController?.HoverInSlot(slot, entity, fits);
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}
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foreach (var slot in _slots.Keys.ToList())
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{
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if (!doneSlots.Contains(slot))
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{
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_clearSlot(slot);
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_slots.Remove(slot);
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}
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}
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EntitySystem.Get<MovementSpeedModifierSystem>().RefreshMovementSpeedModifiers(Owner);
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}
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private void _setSlot(Slots slot, EntityUid entity)
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{
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SetSlotVisuals(slot, entity);
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InterfaceController?.AddToSlot(slot, entity);
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}
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internal void SetSlotVisuals(Slots slot, EntityUid entity)
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{
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if (_sprite == null)
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{
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return;
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}
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if (_entMan.TryGetComponent(entity, out ClothingComponent? clothing))
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{
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var flag = SlotMasks[slot];
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var data = clothing.GetEquippedStateInfo(flag, SpeciesId);
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if (data != null)
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{
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var (rsi, state) = data.Value;
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_sprite.LayerSetVisible(slot, true);
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_sprite.LayerSetState(slot, state, rsi);
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_sprite.LayerSetAutoAnimated(slot, true);
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if (slot == Slots.INNERCLOTHING && _sprite.LayerMapTryGet(HumanoidVisualLayers.StencilMask, out _))
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{
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_sprite.LayerSetState(HumanoidVisualLayers.StencilMask, clothing.FemaleMask switch
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{
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FemaleClothingMask.NoMask => "female_none",
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FemaleClothingMask.UniformTop => "female_top",
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_ => "female_full",
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});
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}
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return;
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}
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}
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_sprite.LayerSetVisible(slot, false);
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}
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internal void ClearAllSlotVisuals()
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{
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if (_sprite == null)
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return;
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foreach (var slot in InventoryInstance.SlotMasks)
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{
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if (slot != Slots.NONE)
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{
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_sprite.LayerSetVisible(slot, false);
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}
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}
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}
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private void _clearSlot(Slots slot)
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{
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InterfaceController?.RemoveFromSlot(slot);
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_sprite?.LayerSetVisible(slot, false);
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}
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public void SendEquipMessage(Slots slot)
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{
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var equipMessage = new ClientInventoryMessage(slot, ClientInventoryUpdate.Equip);
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#pragma warning disable 618
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SendNetworkMessage(equipMessage);
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#pragma warning restore 618
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}
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public void SendUseMessage(Slots slot)
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{
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var equipmessage = new ClientInventoryMessage(slot, ClientInventoryUpdate.Use);
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#pragma warning disable 618
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SendNetworkMessage(equipmessage);
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#pragma warning restore 618
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}
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public void SendHoverMessage(Slots slot)
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{
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#pragma warning disable 618
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SendNetworkMessage(new ClientInventoryMessage(slot, ClientInventoryUpdate.Hover));
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#pragma warning restore 618
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}
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public void SendOpenStorageUIMessage(Slots slot)
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{
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#pragma warning disable 618
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SendNetworkMessage(new OpenSlotStorageUIMessage(slot));
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#pragma warning restore 618
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}
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public void PlayerDetached()
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{
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InterfaceController.PlayerDetached();
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_playerAttached = false;
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}
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public void PlayerAttached()
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{
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InterfaceController.PlayerAttached();
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_playerAttached = true;
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}
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public override bool TryGetSlot(Slots slot, [NotNullWhen(true)] out EntityUid? item)
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{
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// dict TryGetValue uses default EntityUid, not null.
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if (!_slots.ContainsKey(slot))
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{
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item = null;
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return false;
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}
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item = _slots[slot];
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return item != null;
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}
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public bool TryFindItemSlots(EntityUid item, [NotNullWhen(true)] out Slots? slots)
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{
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slots = null;
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foreach (var (slot, entity) in _slots)
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{
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if (entity == item)
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{
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slots = slot;
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return true;
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}
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}
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return false;
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}
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public bool AttachedToGameHud;
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}
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}
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