using Content.Shared.GameObjects;
using Robust.Client.Interfaces.GameObjects.Components;
using Robust.Client.UserInterface;
using Robust.Client.UserInterface.Controls;
using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Serialization;
using Robust.Shared.Utility;
using System;
using System.Collections.Generic;
using System.Linq;
using Content.Client.GameObjects.Components.Clothing;
using Robust.Shared.Interfaces.Reflection;
using static Content.Shared.GameObjects.Components.Inventory.EquipmentSlotDefines;
using static Content.Shared.GameObjects.SharedInventoryComponent.ClientInventoryMessage;
using Content.Client.GameObjects.Components.Mobs;
using Content.Client.GameObjects.Components.Actor;
namespace Content.Client.GameObjects
{
///
/// A character UI which shows items the user has equipped within his inventory
///
public class ClientInventoryComponent : SharedInventoryComponent, ICharacterUI
{
private Dictionary _slots = new Dictionary();
///
/// Holds the godot control for the inventory window
///
private InventoryWindow _window;
private string _templateName = "HumanInventory"; //stored for serialization purposes
///
/// Inventory template after being loaded from instance creator and string name
///
private Inventory _inventory;
private ISpriteComponent _sprite;
//Relevant interface implementation for the character UI controller
public Control Scene => _window;
public UIPriority Priority => UIPriority.Inventory;
public override void OnRemove()
{
base.OnRemove();
_window.Dispose();
}
public override void Initialize()
{
base.Initialize();
//Loads inventory template
var reflectionManager = IoCManager.Resolve();
var type = reflectionManager.LooseGetType(_templateName);
DebugTools.Assert(type != null);
_inventory = (Inventory)Activator.CreateInstance(type);
//Creates godot control class for inventory
_window = new InventoryWindow(this);
_window.CreateInventory(_inventory);
if (Owner.TryGetComponent(out _sprite))
{
foreach (var mask in _inventory.SlotMasks.OrderBy(s => _inventory.SlotDrawingOrder(s)))
{
if (mask == Slots.NONE)
{
continue;
}
_sprite.LayerMapReserveBlank(mask);
}
}
// Component state already came in but we couldn't set anything visually because, well, we didn't initialize yet.
foreach (var (slot, entity) in _slots)
{
_setSlot(slot, entity);
}
}
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(ref _templateName, "Template", "HumanInventory");
}
public override void HandleComponentState(ComponentState curState, ComponentState nextState)
{
base.HandleComponentState(curState, nextState);
if (curState == null)
return;
var cast = (InventoryComponentState) curState;
var doneSlots = new HashSet();
var entityManager = IoCManager.Resolve();
foreach (var (slot, entityUid) in cast.Entities)
{
if (_slots.ContainsKey(slot))
{
_slots.Remove(slot);
_clearSlot(slot);
}
var entity = entityManager.GetEntity(entityUid);
_slots[slot] = entity;
_setSlot(slot, entity);
doneSlots.Add(slot);
}
foreach (var slot in _slots.Keys.ToList())
{
if (!doneSlots.Contains(slot))
{
_clearSlot(slot);
_slots.Remove(slot);
}
}
}
private void _setSlot(Slots slot, IEntity entity)
{
if (_sprite != null && entity.TryGetComponent(out ClothingComponent clothing))
{
var flag = SlotMasks[slot];
var data = clothing.GetEquippedStateInfo(flag);
if (data == null)
{
_sprite.LayerSetVisible(slot, false);
}
else
{
var (rsi, state) = data.Value;
_sprite.LayerSetVisible(slot, true);
_sprite.LayerSetRSI(slot, rsi);
_sprite.LayerSetState(slot, state);
}
}
_window?.AddToSlot(slot, entity);
}
private void _clearSlot(Slots slot)
{
_window?.RemoveFromSlot(slot);
_sprite?.LayerSetVisible(slot, false);
}
public void SendUnequipMessage(Slots slot)
{
var unequipmessage = new ClientInventoryMessage(slot, ClientInventoryUpdate.Unequip);
SendNetworkMessage(unequipmessage);
}
public void SendEquipMessage(Slots slot)
{
var equipmessage = new ClientInventoryMessage(slot, ClientInventoryUpdate.Equip);
SendNetworkMessage(equipmessage);
}
///
/// Temporary window to hold the basis for inventory hud
///
private class InventoryWindow : PanelContainer
{
private int elements_x;
private GridContainer GridContainer;
private List IndexedSlots;
private Dictionary InventorySlots = new Dictionary(); //ordered dictionary?
private ClientInventoryComponent InventoryComponent;
protected override ResourcePath ScenePath => new ResourcePath("/Scenes/Mobs/HumanInventory.tscn");
public InventoryWindow(ClientInventoryComponent inventory)
{
InventoryComponent = inventory;
}
///
/// Creates a grid container filled with slot buttons loaded from an inventory template
///
public void CreateInventory(Inventory inventory)
{
elements_x = inventory.Columns;
GridContainer = (GridContainer)GetChild("CenterContainer").GetChild("GridContainer");
GridContainer.Columns = elements_x;
IndexedSlots = new List(inventory.SlotMasks);
foreach (Slots slot in IndexedSlots)
{
InventoryButton newbutton = new InventoryButton(slot);
if (slot == Slots.NONE)
{
//TODO: Re-enable when godot grid container maintains grid with invisible elements
//newbutton.Visible = false;
}
else
{
//Store slot button and give it the default onpress behavior for empty elements
newbutton.GetChild