Remove inventory component references (#15249)

This commit is contained in:
DrSmugleaf
2023-04-11 17:20:47 -07:00
committed by GitHub
parent 54ceca8c7f
commit 98b4af8df0
15 changed files with 101 additions and 84 deletions

View File

@@ -1,7 +1,6 @@
using System.Diagnostics.CodeAnalysis; using System.Diagnostics.CodeAnalysis;
using System.Linq; using System.Linq;
using Content.Client.Inventory; using Content.Client.Inventory;
using Content.Client.Humanoid;
using Content.Shared.Clothing; using Content.Shared.Clothing;
using Content.Shared.Clothing.Components; using Content.Shared.Clothing.Components;
using Content.Shared.Clothing.EntitySystems; using Content.Shared.Clothing.EntitySystems;
@@ -53,12 +52,12 @@ public sealed class ClientClothingSystem : ClothingSystem
SubscribeLocalEvent<ClothingComponent, GetEquipmentVisualsEvent>(OnGetVisuals); SubscribeLocalEvent<ClothingComponent, GetEquipmentVisualsEvent>(OnGetVisuals);
SubscribeLocalEvent<ClientInventoryComponent, VisualsChangedEvent>(OnVisualsChanged); SubscribeLocalEvent<InventoryComponent, VisualsChangedEvent>(OnVisualsChanged);
SubscribeLocalEvent<SpriteComponent, DidUnequipEvent>(OnDidUnequip); SubscribeLocalEvent<SpriteComponent, DidUnequipEvent>(OnDidUnequip);
SubscribeLocalEvent<ClientInventoryComponent, AppearanceChangeEvent>(OnAppearanceUpdate); SubscribeLocalEvent<InventoryComponent, AppearanceChangeEvent>(OnAppearanceUpdate);
} }
private void OnAppearanceUpdate(EntityUid uid, ClientInventoryComponent component, ref AppearanceChangeEvent args) private void OnAppearanceUpdate(EntityUid uid, InventoryComponent component, ref AppearanceChangeEvent args)
{ {
// May need to update jumpsuit stencils if the sex changed. Also required to properly set the stencil on init // May need to update jumpsuit stencils if the sex changed. Also required to properly set the stencil on init
// when sex is first loaded from the profile. // when sex is first loaded from the profile.
@@ -85,7 +84,7 @@ public sealed class ClientClothingSystem : ClothingSystem
private void OnGetVisuals(EntityUid uid, ClothingComponent item, GetEquipmentVisualsEvent args) private void OnGetVisuals(EntityUid uid, ClothingComponent item, GetEquipmentVisualsEvent args)
{ {
if (!TryComp(args.Equipee, out ClientInventoryComponent? inventory)) if (!TryComp(args.Equipee, out InventoryComponent? inventory))
return; return;
List<PrototypeLayerData>? layers = null; List<PrototypeLayerData>? layers = null;
@@ -170,7 +169,7 @@ public sealed class ClientClothingSystem : ClothingSystem
return true; return true;
} }
private void OnVisualsChanged(EntityUid uid, ClientInventoryComponent component, VisualsChangedEvent args) private void OnVisualsChanged(EntityUid uid, InventoryComponent component, VisualsChangedEvent args)
{ {
if (!TryComp(args.Item, out ClothingComponent? clothing) || clothing.InSlot == null) if (!TryComp(args.Item, out ClothingComponent? clothing) || clothing.InSlot == null)
return; return;
@@ -180,22 +179,22 @@ public sealed class ClientClothingSystem : ClothingSystem
private void OnDidUnequip(EntityUid uid, SpriteComponent component, DidUnequipEvent args) private void OnDidUnequip(EntityUid uid, SpriteComponent component, DidUnequipEvent args)
{ {
if (!TryComp(uid, out ClientInventoryComponent? inventory) || !TryComp(uid, out SpriteComponent? sprite)) if (!TryComp(uid, out InventoryComponent? inventory) || !TryComp(uid, out InventorySlotsComponent? inventorySlots))
return; return;
if (!inventory.VisualLayerKeys.TryGetValue(args.Slot, out var revealedLayers)) if (!inventorySlots.VisualLayerKeys.TryGetValue(args.Slot, out var revealedLayers))
return; return;
// Remove old layers. We could also just set them to invisible, but as items may add arbitrary layers, this // Remove old layers. We could also just set them to invisible, but as items may add arbitrary layers, this
// may eventually bloat the player with lots of invisible layers. // may eventually bloat the player with lots of invisible layers.
foreach (var layer in revealedLayers) foreach (var layer in revealedLayers)
{ {
sprite.RemoveLayer(layer); component.RemoveLayer(layer);
} }
revealedLayers.Clear(); revealedLayers.Clear();
} }
public void InitClothing(EntityUid uid, ClientInventoryComponent? component = null, SpriteComponent? sprite = null) public void InitClothing(EntityUid uid, InventoryComponent? component = null, SpriteComponent? sprite = null)
{ {
if (!Resolve(uid, ref sprite, ref component) || !_inventorySystem.TryGetSlots(uid, out var slots, component)) if (!Resolve(uid, ref sprite, ref component) || !_inventorySystem.TryGetSlots(uid, out var slots, component))
return; return;
@@ -217,10 +216,14 @@ public sealed class ClientClothingSystem : ClothingSystem
} }
private void RenderEquipment(EntityUid equipee, EntityUid equipment, string slot, private void RenderEquipment(EntityUid equipee, EntityUid equipment, string slot,
ClientInventoryComponent? inventory = null, SpriteComponent? sprite = null, ClothingComponent? clothingComponent = null) InventoryComponent? inventory = null, SpriteComponent? sprite = null, ClothingComponent? clothingComponent = null,
InventorySlotsComponent? inventorySlots = null)
{ {
if(!Resolve(equipee, ref inventory, ref sprite) || !Resolve(equipment, ref clothingComponent, false)) if (!Resolve(equipee, ref inventory, ref sprite, ref inventorySlots) ||
!Resolve(equipment, ref clothingComponent, false))
{
return; return;
}
if (slot == "jumpsuit" && sprite.LayerMapTryGet(HumanoidVisualLayers.StencilMask, out var suitLayer)) if (slot == "jumpsuit" && sprite.LayerMapTryGet(HumanoidVisualLayers.StencilMask, out var suitLayer))
{ {
@@ -243,7 +246,7 @@ public sealed class ClientClothingSystem : ClothingSystem
// Remove old layers. We could also just set them to invisible, but as items may add arbitrary layers, this // Remove old layers. We could also just set them to invisible, but as items may add arbitrary layers, this
// may eventually bloat the player with lots of invisible layers. // may eventually bloat the player with lots of invisible layers.
if (inventory.VisualLayerKeys.TryGetValue(slot, out var revealedLayers)) if (inventorySlots.VisualLayerKeys.TryGetValue(slot, out var revealedLayers))
{ {
foreach (var key in revealedLayers) foreach (var key in revealedLayers)
{ {
@@ -254,11 +257,11 @@ public sealed class ClientClothingSystem : ClothingSystem
else else
{ {
revealedLayers = new(); revealedLayers = new();
inventory.VisualLayerKeys[slot] = revealedLayers; inventorySlots.VisualLayerKeys[slot] = revealedLayers;
} }
var ev = new GetEquipmentVisualsEvent(equipee, slot); var ev = new GetEquipmentVisualsEvent(equipee, slot);
RaiseLocalEvent(equipment, ev, false); RaiseLocalEvent(equipment, ev);
if (ev.Layers.Count == 0) if (ev.Layers.Count == 0)
{ {

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@@ -1,23 +0,0 @@
using Content.Shared.Inventory;
namespace Content.Client.Inventory
{
/// <summary>
/// A character UI which shows items the user has equipped within his inventory
/// </summary>
[RegisterComponent]
[ComponentReference(typeof(InventoryComponent))]
[Access(typeof(ClientInventorySystem))]
public sealed class ClientInventoryComponent : InventoryComponent
{
[DataField("speciesId")] public string? SpeciesId { get; set; }
[ViewVariables]
public readonly Dictionary<string, ClientInventorySystem.SlotData> SlotData = new ();
/// <summary>
/// Data about the current layers that have been added to the players sprite due to the items in each equipment slot.
/// </summary>
[ViewVariables]
[Access(typeof(ClientInventorySystem), Other = AccessPermissions.ReadWriteExecute)] // FIXME Friends
public readonly Dictionary<string, HashSet<string>> VisualLayerKeys = new();
}
}

View File

@@ -32,25 +32,25 @@ namespace Content.Client.Inventory
public Action<SlotData>? EntitySlotUpdate = null; public Action<SlotData>? EntitySlotUpdate = null;
public Action<SlotData>? OnSlotAdded = null; public Action<SlotData>? OnSlotAdded = null;
public Action<SlotData>? OnSlotRemoved = null; public Action<SlotData>? OnSlotRemoved = null;
public Action<ClientInventoryComponent>? OnLinkInventory = null; public Action<InventorySlotsComponent>? OnLinkInventorySlots = null;
public Action? OnUnlinkInventory = null; public Action? OnUnlinkInventory = null;
public Action<SlotSpriteUpdate>? OnSpriteUpdate = null; public Action<SlotSpriteUpdate>? OnSpriteUpdate = null;
private readonly Queue<(ClientInventoryComponent comp, EntityEventArgs args)> _equipEventsQueue = new(); private readonly Queue<(InventorySlotsComponent comp, EntityEventArgs args)> _equipEventsQueue = new();
public override void Initialize() public override void Initialize()
{ {
UpdatesOutsidePrediction = true; UpdatesOutsidePrediction = true;
base.Initialize(); base.Initialize();
SubscribeLocalEvent<ClientInventoryComponent, PlayerAttachedEvent>(OnPlayerAttached); SubscribeLocalEvent<InventorySlotsComponent, PlayerAttachedEvent>(OnPlayerAttached);
SubscribeLocalEvent<ClientInventoryComponent, PlayerDetachedEvent>(OnPlayerDetached); SubscribeLocalEvent<InventorySlotsComponent, PlayerDetachedEvent>(OnPlayerDetached);
SubscribeLocalEvent<ClientInventoryComponent, ComponentShutdown>(OnShutdown); SubscribeLocalEvent<InventoryComponent, ComponentShutdown>(OnShutdown);
SubscribeLocalEvent<ClientInventoryComponent, DidEquipEvent>((_, comp, args) => SubscribeLocalEvent<InventorySlotsComponent, DidEquipEvent>((_, comp, args) =>
_equipEventsQueue.Enqueue((comp, args))); _equipEventsQueue.Enqueue((comp, args)));
SubscribeLocalEvent<ClientInventoryComponent, DidUnequipEvent>((_, comp, args) => SubscribeLocalEvent<InventorySlotsComponent, DidUnequipEvent>((_, comp, args) =>
_equipEventsQueue.Enqueue((comp, args))); _equipEventsQueue.Enqueue((comp, args)));
SubscribeLocalEvent<ClothingComponent, UseInHandEvent>(OnUseInHand); SubscribeLocalEvent<ClothingComponent, UseInHandEvent>(OnUseInHand);
@@ -86,7 +86,7 @@ namespace Content.Client.Inventory
QuickEquip(uid, component, args); QuickEquip(uid, component, args);
} }
private void OnDidUnequip(ClientInventoryComponent component, DidUnequipEvent args) private void OnDidUnequip(InventorySlotsComponent component, DidUnequipEvent args)
{ {
UpdateSlot(args.Equipee, component, args.Slot); UpdateSlot(args.Equipee, component, args.Slot);
if (args.Equipee != _playerManager.LocalPlayer?.ControlledEntity) if (args.Equipee != _playerManager.LocalPlayer?.ControlledEntity)
@@ -95,7 +95,7 @@ namespace Content.Client.Inventory
OnSpriteUpdate?.Invoke(update); OnSpriteUpdate?.Invoke(update);
} }
private void OnDidEquip(ClientInventoryComponent component, DidEquipEvent args) private void OnDidEquip(InventorySlotsComponent component, DidEquipEvent args)
{ {
UpdateSlot(args.Equipee, component, args.Slot); UpdateSlot(args.Equipee, component, args.Slot);
if (args.Equipee != _playerManager.LocalPlayer?.ControlledEntity) if (args.Equipee != _playerManager.LocalPlayer?.ControlledEntity)
@@ -106,7 +106,7 @@ namespace Content.Client.Inventory
OnSpriteUpdate?.Invoke(update); OnSpriteUpdate?.Invoke(update);
} }
private void OnShutdown(EntityUid uid, ClientInventoryComponent component, ComponentShutdown args) private void OnShutdown(EntityUid uid, InventoryComponent component, ComponentShutdown args)
{ {
if (component.Owner != _playerManager.LocalPlayer?.ControlledEntity) if (component.Owner != _playerManager.LocalPlayer?.ControlledEntity)
return; return;
@@ -114,18 +114,18 @@ namespace Content.Client.Inventory
OnUnlinkInventory?.Invoke(); OnUnlinkInventory?.Invoke();
} }
private void OnPlayerDetached(EntityUid uid, ClientInventoryComponent component, PlayerDetachedEvent args) private void OnPlayerDetached(EntityUid uid, InventorySlotsComponent component, PlayerDetachedEvent args)
{ {
OnUnlinkInventory?.Invoke(); OnUnlinkInventory?.Invoke();
} }
private void OnPlayerAttached(EntityUid uid, ClientInventoryComponent component, PlayerAttachedEvent args) private void OnPlayerAttached(EntityUid uid, InventorySlotsComponent component, PlayerAttachedEvent args)
{ {
if (TryGetSlots(uid, out var definitions)) if (TryGetSlots(uid, out var definitions))
{ {
foreach (var definition in definitions) foreach (var definition in definitions)
{ {
if (!TryGetSlotContainer(uid, definition.Name, out var container, out _, component)) if (!TryGetSlotContainer(uid, definition.Name, out var container, out _))
continue; continue;
if (!component.SlotData.TryGetValue(definition.Name, out var data)) if (!component.SlotData.TryGetValue(definition.Name, out var data))
@@ -138,7 +138,7 @@ namespace Content.Client.Inventory
} }
} }
OnLinkInventory?.Invoke(component); OnLinkInventorySlots?.Invoke(component);
} }
public override void Shutdown() public override void Shutdown()
@@ -150,18 +150,21 @@ namespace Content.Client.Inventory
protected override void OnInit(EntityUid uid, InventoryComponent component, ComponentInit args) protected override void OnInit(EntityUid uid, InventoryComponent component, ComponentInit args)
{ {
base.OnInit(uid, component, args); base.OnInit(uid, component, args);
_clothingVisualsSystem.InitClothing(uid, (ClientInventoryComponent) component); _clothingVisualsSystem.InitClothing(uid, component);
if (!_prototypeManager.TryIndex(component.TemplateId, out InventoryTemplatePrototype? invTemplate)) if (!_prototypeManager.TryIndex(component.TemplateId, out InventoryTemplatePrototype? invTemplate) ||
!TryComp(uid, out InventorySlotsComponent? inventorySlots))
{
return; return;
}
foreach (var slot in invTemplate.Slots) foreach (var slot in invTemplate.Slots)
{ {
TryAddSlotDef(uid, (ClientInventoryComponent)component, slot); TryAddSlotDef(uid, inventorySlots, slot);
} }
} }
public void ReloadInventory(ClientInventoryComponent? component = null) public void ReloadInventory(InventorySlotsComponent? component = null)
{ {
var player = _playerManager.LocalPlayer?.ControlledEntity; var player = _playerManager.LocalPlayer?.ControlledEntity;
if (player == null || !Resolve(player.Value, ref component, false)) if (player == null || !Resolve(player.Value, ref component, false))
@@ -170,10 +173,10 @@ namespace Content.Client.Inventory
} }
OnUnlinkInventory?.Invoke(); OnUnlinkInventory?.Invoke();
OnLinkInventory?.Invoke(component); OnLinkInventorySlots?.Invoke(component);
} }
public void SetSlotHighlight(EntityUid owner, ClientInventoryComponent component, string slotName, bool state) public void SetSlotHighlight(EntityUid owner, InventorySlotsComponent component, string slotName, bool state)
{ {
var oldData = component.SlotData[slotName]; var oldData = component.SlotData[slotName];
var newData = component.SlotData[slotName] = new SlotData(oldData, state); var newData = component.SlotData[slotName] = new SlotData(oldData, state);
@@ -181,7 +184,7 @@ namespace Content.Client.Inventory
EntitySlotUpdate?.Invoke(newData); EntitySlotUpdate?.Invoke(newData);
} }
public void UpdateSlot(EntityUid owner, ClientInventoryComponent component, string slotName, public void UpdateSlot(EntityUid owner, InventorySlotsComponent component, string slotName,
bool? blocked = null, bool? highlight = null) bool? blocked = null, bool? highlight = null)
{ {
var oldData = component.SlotData[slotName]; var oldData = component.SlotData[slotName];
@@ -200,7 +203,7 @@ namespace Content.Client.Inventory
EntitySlotUpdate?.Invoke(newData); EntitySlotUpdate?.Invoke(newData);
} }
public bool TryAddSlotDef(EntityUid owner, ClientInventoryComponent component, SlotDefinition newSlotDef) public bool TryAddSlotDef(EntityUid owner, InventorySlotsComponent component, SlotDefinition newSlotDef)
{ {
SlotData newSlotData = newSlotDef; //convert to slotData SlotData newSlotData = newSlotDef; //convert to slotData
if (!component.SlotData.TryAdd(newSlotDef.Name, newSlotData)) if (!component.SlotData.TryAdd(newSlotDef.Name, newSlotData))
@@ -211,7 +214,7 @@ namespace Content.Client.Inventory
return true; return true;
} }
public void RemoveSlotDef(EntityUid owner, ClientInventoryComponent component, SlotData slotData) public void RemoveSlotDef(EntityUid owner, InventorySlotsComponent component, SlotData slotData)
{ {
if (component.SlotData.Remove(slotData.SlotName)) if (component.SlotData.Remove(slotData.SlotName))
{ {
@@ -220,7 +223,7 @@ namespace Content.Client.Inventory
} }
} }
public void RemoveSlotDef(EntityUid owner, ClientInventoryComponent component, string slotName) public void RemoveSlotDef(EntityUid owner, InventorySlotsComponent component, string slotName)
{ {
if (!component.SlotData.TryGetValue(slotName, out var slotData)) if (!component.SlotData.TryGetValue(slotName, out var slotData))
return; return;

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@@ -0,0 +1,19 @@
namespace Content.Client.Inventory;
/// <summary>
/// A character UI which shows items the user has equipped within his inventory
/// </summary>
[RegisterComponent]
[Access(typeof(ClientInventorySystem))]
public sealed class InventorySlotsComponent : Component
{
[ViewVariables]
public readonly Dictionary<string, ClientInventorySystem.SlotData> SlotData = new ();
/// <summary>
/// Data about the current layers that have been added to the players sprite due to the items in each equipment slot.
/// </summary>
[ViewVariables]
[Access(typeof(ClientInventorySystem), Other = AccessPermissions.ReadWriteExecute)] // FIXME Friends
public readonly Dictionary<string, HashSet<string>> VisualLayerKeys = new();
}

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@@ -28,7 +28,7 @@ public sealed class InventoryUIController : UIController, IOnStateEntered<Gamepl
[UISystemDependency] private readonly ClientInventorySystem _inventorySystem = default!; [UISystemDependency] private readonly ClientInventorySystem _inventorySystem = default!;
[UISystemDependency] private readonly HandsSystem _handsSystem = default!; [UISystemDependency] private readonly HandsSystem _handsSystem = default!;
private ClientInventoryComponent? _playerInventory; private InventorySlotsComponent? _playerInventory;
private readonly Dictionary<string, ItemSlotButtonContainer> _slotGroups = new(); private readonly Dictionary<string, ItemSlotButtonContainer> _slotGroups = new();
private StrippingWindow? _strippingWindow; private StrippingWindow? _strippingWindow;
@@ -105,7 +105,7 @@ public sealed class InventoryUIController : UIController, IOnStateEntered<Gamepl
ToggleInventoryBar(); ToggleInventoryBar();
} }
private void UpdateInventoryHotbar(ClientInventoryComponent? clientInv) private void UpdateInventoryHotbar(InventorySlotsComponent? clientInv)
{ {
if (clientInv == null) if (clientInv == null)
{ {
@@ -131,7 +131,7 @@ public sealed class InventoryUIController : UIController, IOnStateEntered<Gamepl
} }
} }
private void UpdateStrippingWindow(ClientInventoryComponent? clientInv) private void UpdateStrippingWindow(InventorySlotsComponent? clientInv)
{ {
if (clientInv == null) if (clientInv == null)
{ {
@@ -197,7 +197,7 @@ public sealed class InventoryUIController : UIController, IOnStateEntered<Gamepl
{ {
_inventorySystem.OnSlotAdded += AddSlot; _inventorySystem.OnSlotAdded += AddSlot;
_inventorySystem.OnSlotRemoved += RemoveSlot; _inventorySystem.OnSlotRemoved += RemoveSlot;
_inventorySystem.OnLinkInventory += LoadSlots; _inventorySystem.OnLinkInventorySlots += LoadSlots;
_inventorySystem.OnUnlinkInventory += UnloadSlots; _inventorySystem.OnUnlinkInventory += UnloadSlots;
_inventorySystem.OnSpriteUpdate += SpriteUpdated; _inventorySystem.OnSpriteUpdate += SpriteUpdated;
} }
@@ -207,7 +207,7 @@ public sealed class InventoryUIController : UIController, IOnStateEntered<Gamepl
{ {
_inventorySystem.OnSlotAdded -= AddSlot; _inventorySystem.OnSlotAdded -= AddSlot;
_inventorySystem.OnSlotRemoved -= RemoveSlot; _inventorySystem.OnSlotRemoved -= RemoveSlot;
_inventorySystem.OnLinkInventory -= LoadSlots; _inventorySystem.OnLinkInventorySlots -= LoadSlots;
_inventorySystem.OnUnlinkInventory -= UnloadSlots; _inventorySystem.OnUnlinkInventory -= UnloadSlots;
_inventorySystem.OnSpriteUpdate -= SpriteUpdated; _inventorySystem.OnSpriteUpdate -= SpriteUpdated;
} }
@@ -265,7 +265,7 @@ public sealed class InventoryUIController : UIController, IOnStateEntered<Gamepl
!_entities.TryGetComponent<HandsComponent>(player, out var hands) || !_entities.TryGetComponent<HandsComponent>(player, out var hands) ||
hands.ActiveHandEntity is not { } held || hands.ActiveHandEntity is not { } held ||
!_entities.TryGetComponent(held, out SpriteComponent? sprite) || !_entities.TryGetComponent(held, out SpriteComponent? sprite) ||
!_inventorySystem.TryGetSlotContainer(player.Value, control.SlotName, out var container, out var slotDef, _playerInventory)) !_inventorySystem.TryGetSlotContainer(player.Value, control.SlotName, out var container, out var slotDef))
{ {
control.ClearHover(); control.ClearHover();
return; return;
@@ -274,7 +274,7 @@ public sealed class InventoryUIController : UIController, IOnStateEntered<Gamepl
// Set green / red overlay at 50% transparency // Set green / red overlay at 50% transparency
var hoverEntity = _entities.SpawnEntity("hoverentity", MapCoordinates.Nullspace); var hoverEntity = _entities.SpawnEntity("hoverentity", MapCoordinates.Nullspace);
var hoverSprite = _entities.GetComponent<SpriteComponent>(hoverEntity); var hoverSprite = _entities.GetComponent<SpriteComponent>(hoverEntity);
var fits = _inventorySystem.CanEquip(player.Value, held, control.SlotName, out _, slotDef, _playerInventory) && var fits = _inventorySystem.CanEquip(player.Value, held, control.SlotName, out _, slotDef) &&
container.CanInsert(held, _entities); container.CanInsert(held, _entities);
hoverSprite.CopyFrom(sprite); hoverSprite.CopyFrom(sprite);
@@ -305,7 +305,7 @@ public sealed class InventoryUIController : UIController, IOnStateEntered<Gamepl
_inventorySystem.ReloadInventory(); _inventorySystem.ReloadInventory();
} }
private void LoadSlots(ClientInventoryComponent clientInv) private void LoadSlots(InventorySlotsComponent clientInv)
{ {
UnloadSlots(); UnloadSlots();
_playerInventory = clientInv; _playerInventory = clientInv;

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@@ -1,4 +1,4 @@
using Content.Server.Inventory; using System.Threading.Tasks;
using Content.Shared.Clothing.Components; using Content.Shared.Clothing.Components;
using Content.Shared.Clothing.EntitySystems; using Content.Shared.Clothing.EntitySystems;
using Content.Shared.Inventory; using Content.Shared.Inventory;
@@ -6,8 +6,6 @@ using NUnit.Framework;
using Robust.Shared.Containers; using Robust.Shared.Containers;
using Robust.Shared.GameObjects; using Robust.Shared.GameObjects;
using Robust.Shared.IoC; using Robust.Shared.IoC;
using Robust.Shared.Map;
using System.Threading.Tasks;
namespace Content.IntegrationTests.Tests namespace Content.IntegrationTests.Tests
{ {
@@ -27,12 +25,11 @@ namespace Content.IntegrationTests.Tests
await server.WaitAssertion(() => await server.WaitAssertion(() =>
{ {
// Spawn everything. // Spawn everything.
var mapMan = IoCManager.Resolve<IMapManager>();
var invSystem = IoCManager.Resolve<IEntitySystemManager>().GetEntitySystem<InventorySystem>(); var invSystem = IoCManager.Resolve<IEntitySystemManager>().GetEntitySystem<InventorySystem>();
var entMgr = IoCManager.Resolve<IEntityManager>(); var entMgr = IoCManager.Resolve<IEntityManager>();
var container = entMgr.SpawnEntity(null, coordinates); var container = entMgr.SpawnEntity(null, coordinates);
entMgr.EnsureComponent<ServerInventoryComponent>(container); entMgr.EnsureComponent<InventoryComponent>(container);
entMgr.EnsureComponent<ContainerManagerComponent>(container); entMgr.EnsureComponent<ContainerManagerComponent>(container);
var child = entMgr.SpawnEntity(null, coordinates); var child = entMgr.SpawnEntity(null, coordinates);

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@@ -19,6 +19,7 @@ namespace Content.Server.Entry
"CableVisualizer", "CableVisualizer",
"UIFragment", "UIFragment",
"PDABorderColor", "PDABorderColor",
"InventorySlots",
}; };
} }
} }

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@@ -1,7 +0,0 @@
using Content.Shared.Inventory;
namespace Content.Server.Inventory;
[RegisterComponent]
[ComponentReference(typeof(InventoryComponent))]
public sealed class ServerInventoryComponent : InventoryComponent { }

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@@ -1,9 +1,14 @@
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype; using Robust.Shared.GameStates;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Shared.Inventory; namespace Content.Shared.Inventory;
public abstract class InventoryComponent : Component [RegisterComponent, NetworkedComponent]
[Access(typeof(InventorySystem))]
public sealed class InventoryComponent : Component
{ {
[DataField("templateId", customTypeSerializer: typeof(PrototypeIdSerializer<InventoryTemplatePrototype>))] [DataField("templateId", customTypeSerializer: typeof(PrototypeIdSerializer<InventoryTemplatePrototype>))]
public string TemplateId { get; } = "human"; public string TemplateId { get; } = "human";
[DataField("speciesId")] public string? SpeciesId { get; set; }
} }

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@@ -687,6 +687,7 @@
flavorKind: station-event-random-sentience-flavor-primate flavorKind: station-event-random-sentience-flavor-primate
- type: Inventory - type: Inventory
templateId: monkey templateId: monkey
- type: InventorySlots
- type: Fixtures - type: Fixtures
fixtures: fixtures:
- shape: - shape:
@@ -1384,6 +1385,7 @@
- type: Inventory - type: Inventory
speciesId: possum speciesId: possum
templateId: pet templateId: pet
- type: InventorySlots
- type: Strippable - type: Strippable
- type: UserInterface - type: UserInterface
interfaces: interfaces:
@@ -1438,6 +1440,7 @@
- type: Inventory - type: Inventory
speciesId: possum #close enough speciesId: possum #close enough
templateId: pet templateId: pet
- type: InventorySlots
- type: Strippable - type: Strippable
- type: UserInterface - type: UserInterface
interfaces: interfaces:
@@ -1492,6 +1495,7 @@
- type: Inventory - type: Inventory
speciesId: fox speciesId: fox
templateId: pet templateId: pet
- type: InventorySlots
- type: Strippable - type: Strippable
- type: UserInterface - type: UserInterface
interfaces: interfaces:
@@ -1547,6 +1551,7 @@
- type: Inventory - type: Inventory
speciesId: dog speciesId: dog
templateId: pet templateId: pet
- type: InventorySlots
- type: Strippable - type: Strippable
- type: UserInterface - type: UserInterface
interfaces: interfaces:
@@ -1659,6 +1664,7 @@
- type: Inventory - type: Inventory
speciesId: puppy speciesId: puppy
templateId: pet templateId: pet
- type: InventorySlots
- type: DamageStateVisuals - type: DamageStateVisuals
states: states:
Alive: Alive:
@@ -1698,6 +1704,7 @@
- type: Inventory - type: Inventory
speciesId: cat speciesId: cat
templateId: pet templateId: pet
- type: InventorySlots
- type: Strippable - type: Strippable
- type: UserInterface - type: UserInterface
interfaces: interfaces:
@@ -1840,6 +1847,7 @@
- type: Inventory - type: Inventory
speciesId: sloth speciesId: sloth
templateId: pet templateId: pet
- type: InventorySlots
- type: Strippable - type: Strippable
- type: UserInterface - type: UserInterface
interfaces: interfaces:
@@ -1894,6 +1902,7 @@
- type: Inventory - type: Inventory
speciesId: fox #close enough speciesId: fox #close enough
templateId: pet templateId: pet
- type: InventorySlots
- type: Strippable - type: Strippable
- type: UserInterface - type: UserInterface
interfaces: interfaces:
@@ -2055,6 +2064,7 @@
- type: Inventory - type: Inventory
speciesId: pig speciesId: pig
templateId: pet templateId: pet
- type: InventorySlots
- type: Strippable - type: Strippable
- type: UserInterface - type: UserInterface
interfaces: interfaces:

View File

@@ -182,6 +182,7 @@
- type: Inventory - type: Inventory
speciesId: cat speciesId: cat
templateId: pet templateId: pet
- type: InventorySlots
- type: Strippable - type: Strippable
- type: UserInterface - type: UserInterface
interfaces: interfaces:
@@ -239,6 +240,7 @@
- type: Inventory - type: Inventory
speciesId: puppy speciesId: puppy
templateId: pet templateId: pet
- type: InventorySlots
- type: Strippable - type: Strippable
- type: UserInterface - type: UserInterface
interfaces: interfaces:
@@ -336,6 +338,7 @@
- type: Inventory - type: Inventory
speciesId: dog speciesId: dog
templateId: pet templateId: pet
- type: InventorySlots
- type: Strippable - type: Strippable
- type: UserInterface - type: UserInterface
interfaces: interfaces:

View File

@@ -78,6 +78,7 @@
group: Drone group: Drone
- type: Inventory - type: Inventory
templateId: drone templateId: drone
- type: InventorySlots
- type: Strippable - type: Strippable
- type: UserInterface - type: UserInterface
interfaces: interfaces:

View File

@@ -86,6 +86,7 @@
- type: Blindable - type: Blindable
# Other # Other
- type: Inventory - type: Inventory
- type: InventorySlots
- type: Clickable - type: Clickable
- type: InteractionOutline - type: InteractionOutline
- type: Icon - type: Icon
@@ -309,6 +310,7 @@
components: components:
- type: Hands - type: Hands
- type: Inventory - type: Inventory
- type: InventorySlots
- type: ContainerContainer - type: ContainerContainer
- type: Icon - type: Icon
sprite: Mobs/Species/Human/parts.rsi sprite: Mobs/Species/Human/parts.rsi

View File

@@ -39,6 +39,7 @@
- MobLayer - MobLayer
- type: Inventory - type: Inventory
templateId: diona templateId: diona
- type: InventorySlots
- type: MovementSpeedModifier - type: MovementSpeedModifier
baseWalkSpeed : 1.5 baseWalkSpeed : 1.5
baseSprintSpeed : 3.5 baseSprintSpeed : 3.5
@@ -60,5 +61,6 @@
components: components:
- type: Inventory - type: Inventory
templateId: diona templateId: diona
- type: InventorySlots
- type: HumanoidAppearance - type: HumanoidAppearance
species: Diona species: Diona

View File

@@ -96,6 +96,7 @@
# canColorFacialHair: false # canColorFacialHair: false
- type: Inventory - type: Inventory
speciesId: vox speciesId: vox
- type: InventorySlots
- type: Butcherable - type: Butcherable
butcheringType: Spike butcheringType: Spike
spawned: spawned: