Stack System Cleanup (#38872)
* eye on the prize * OnStackInteractUsing, TryMergeStacks, TryMergeToHands, TryMergeToContacts * namespace * Use, get count, getMaxCount * component access * add regions, mark TODO * obsolete TryAdd, public TryMergeStacks * GetMaxCount * event handlers * event handlers * SetCount * client server event handlers * move to shared * Revert "move to shared" This reverts commit 45540a2d6b8e1e6d2a8f83a584267776c7edcd73. * misc changes to shared * split * spawn and SpawnNextToOrDrop * SpawnMultipleAtPosition, SpawnMultipleNextToOrDrop, CalculateSpawns, general server cleanup * Rename Use to TryUse. * Small misc changes * Remove obsolete functions * Remove some SetCount calls * Partialize * small misc change * don't nuke the git dif with the namespace block * Comments and reordering * touchup to UpdateLingering * Summary comment for StackStatusControl * Last pass * Actual last pass (for now) * I know myself too well * fixup * goodbye lingering * fixes * review * fix test * second look * fix test * forgot * remove early comp getting --------- Co-authored-by: iaada <iaada@users.noreply.github.com> Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
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@@ -1,110 +1,118 @@
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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namespace Content.Shared.Stacks
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namespace Content.Shared.Stacks;
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/// <summary>
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/// Component on an entity that represents a stack of identical things, usually materials.
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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[Access(typeof(SharedStackSystem))]
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public sealed partial class StackComponent : Component
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{
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[RegisterComponent, NetworkedComponent]
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public sealed partial class StackComponent : Component
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/// <summary>
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/// What stack type we are.
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/// </summary>
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[DataField("stackType", required: true)]
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public ProtoId<StackPrototype> StackTypeId = default!;
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/// <summary>
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/// Current stack count.
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/// Do NOT set this directly, use the <see cref="SharedStackSystem.SetCount"/> method instead.
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/// </summary>
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[DataField]
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public int Count = 30;
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/// <summary>
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/// Max amount of things that can be in the stack.
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/// Overrides the max defined on the stack prototype.
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/// </summary>
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[DataField]
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public int? MaxCountOverride;
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/// <summary>
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/// Set to true to not reduce the count when used.
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/// </summary>
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[DataField]
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public bool Unlimited;
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/// <summary>
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/// When throwing this item, do we want to only throw one part of the stack or the whole stack at once?
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/// </summary>
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[DataField]
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public bool ThrowIndividually;
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/// <summary>
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/// Used by StackStatusControl in client to update UI.
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/// </summary>
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[ViewVariables]
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[Access(typeof(SharedStackSystem), Other = AccessPermissions.ReadWrite)] // Set by StackStatusControl
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public bool UiUpdateNeeded { get; set; }
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/// <summary>
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/// Default IconLayer stack.
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/// </summary>
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[DataField]
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public string BaseLayer = "";
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/// <summary>
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/// Determines if the visualizer uses composite or non-composite layers for icons. Defaults to false.
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///
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/// <list type="bullet">
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/// <item>
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/// <description>false: they are opaque and mutually exclusive (e.g. sprites in a cable coil). <b>Default value</b></description>
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/// </item>
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/// <item>
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/// <description>true: they are transparent and thus layered one over another in ascending order first</description>
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/// </item>
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/// </list>
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///
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/// </summary>
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[DataField("composite")]
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public bool IsComposite;
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/// <summary>
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/// Sprite layers used in stack visualizer. Sprites first in layer correspond to lower stack states
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/// e.g. <code>_spriteLayers[0]</code> is lower stack level than <code>_spriteLayers[1]</code>.
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/// </summary>
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[DataField]
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public List<string> LayerStates = new();
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/// <summary>
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/// An optional function to convert the amounts used to adjust a stack's appearance.
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/// Useful for different denominations of cash, for example.
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/// </summary>
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[DataField]
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public StackLayerFunction LayerFunction = StackLayerFunction.None;
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}
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[Serializable, NetSerializable]
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public sealed class StackComponentState : ComponentState
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{
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public int Count { get; }
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public int? MaxCountOverride { get; }
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public bool Unlimited { get; }
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public StackComponentState(int count, int? maxCountOverride, bool unlimited)
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{
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("stackType", required: true, customTypeSerializer: typeof(PrototypeIdSerializer<StackPrototype>))]
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public string StackTypeId { get; private set; } = default!;
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/// <summary>
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/// Current stack count.
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/// Do NOT set this directly, use the <see cref="SharedStackSystem.SetCount"/> method instead.
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/// </summary>
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[DataField("count")]
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public int Count { get; set; } = 30;
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/// <summary>
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/// Max amount of things that can be in the stack.
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/// Overrides the max defined on the stack prototype.
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/// </summary>
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[ViewVariables(VVAccess.ReadOnly)]
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[DataField("maxCountOverride")]
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public int? MaxCountOverride { get; set; }
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/// <summary>
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/// Set to true to not reduce the count when used.
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/// Note that <see cref="Count"/> still limits the amount that can be used at any one time.
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/// </summary>
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[DataField("unlimited")]
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[ViewVariables(VVAccess.ReadOnly)]
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public bool Unlimited { get; set; }
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[DataField("throwIndividually"), ViewVariables(VVAccess.ReadWrite)]
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public bool ThrowIndividually { get; set; } = false;
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[ViewVariables]
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public bool UiUpdateNeeded { get; set; }
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/// <summary>
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/// Default IconLayer stack.
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/// </summary>
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[DataField("baseLayer")]
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[ViewVariables(VVAccess.ReadWrite)]
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public string BaseLayer = "";
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/// <summary>
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/// Determines if the visualizer uses composite or non-composite layers for icons. Defaults to false.
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///
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/// <list type="bullet">
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/// <item>
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/// <description>false: they are opaque and mutually exclusive (e.g. sprites in a cable coil). <b>Default value</b></description>
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/// </item>
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/// <item>
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/// <description>true: they are transparent and thus layered one over another in ascending order first</description>
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/// </item>
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/// </list>
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///
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/// </summary>
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[DataField("composite")]
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[ViewVariables(VVAccess.ReadWrite)]
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public bool IsComposite;
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/// <summary>
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/// Sprite layers used in stack visualizer. Sprites first in layer correspond to lower stack states
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/// e.g. <code>_spriteLayers[0]</code> is lower stack level than <code>_spriteLayers[1]</code>.
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/// </summary>
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[DataField("layerStates")]
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[ViewVariables(VVAccess.ReadWrite)]
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public List<string> LayerStates = new();
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/// <summary>
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/// An optional function to convert the amounts used to adjust a stack's appearance.
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/// Useful for different denominations of cash, for example.
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/// </summary>
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[DataField]
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public StackLayerFunction LayerFunction = StackLayerFunction.None;
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}
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[Serializable, NetSerializable]
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public sealed class StackComponentState : ComponentState
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{
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public int Count { get; }
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public int? MaxCount { get; }
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public StackComponentState(int count, int? maxCount)
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{
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Count = count;
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MaxCount = maxCount;
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}
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}
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[Serializable, NetSerializable]
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public enum StackLayerFunction : byte
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{
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// <summary>
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// No operation performed.
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// </summary>
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None,
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// <summary>
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// Arbitrarily thresholds the stack amount for each layer.
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// Expects entity to have StackLayerThresholdComponent.
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// </summary>
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Threshold
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Count = count;
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MaxCountOverride = maxCountOverride;
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Unlimited = unlimited;
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}
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}
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[Serializable, NetSerializable]
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public enum StackLayerFunction : byte
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{
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// <summary>
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// No operation performed.
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// </summary>
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None,
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// <summary>
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// Arbitrarily thresholds the stack amount for each layer.
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// Expects entity to have StackLayerThresholdComponent.
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// </summary>
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Threshold
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}
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