using System.Linq; using Content.Client.Items; using Content.Client.Storage.Systems; using Content.Shared.Stacks; using JetBrains.Annotations; using Robust.Client.GameObjects; namespace Content.Client.Stack { [UsedImplicitly] public sealed class StackSystem : SharedStackSystem { [Dependency] private readonly AppearanceSystem _appearanceSystem = default!; [Dependency] private readonly ItemCounterSystem _counterSystem = default!; public override void Initialize() { base.Initialize(); SubscribeLocalEvent(OnItemStatus); SubscribeLocalEvent(OnAppearanceChange); } private void OnItemStatus(EntityUid uid, StackComponent component, ItemStatusCollectMessage args) { args.Controls.Add(new StackStatusControl(component)); } public override void SetCount(EntityUid uid, int amount, StackComponent? component = null) { if (!Resolve(uid, ref component)) return; base.SetCount(uid, amount, component); if (component.Lingering && TryComp(uid, out var sprite)) { // tint the stack gray and make it transparent if it's lingering. var color = component.Count == 0 && component.Lingering ? Color.DarkGray.WithAlpha(0.65f) : Color.White; for (var i = 0; i < sprite.AllLayers.Count(); i++) { sprite.LayerSetColor(i, color); } } // TODO PREDICT ENTITY DELETION: This should really just be a normal entity deletion call. if (component.Count <= 0 && !component.Lingering) { Xform.DetachParentToNull(uid, Transform(uid)); return; } component.UiUpdateNeeded = true; } private void OnAppearanceChange(EntityUid uid, StackComponent comp, ref AppearanceChangeEvent args) { if (args.Sprite == null || comp.LayerStates.Count < 1) return; // Skip processing if no actual if (!_appearanceSystem.TryGetData(uid, StackVisuals.Actual, out var actual, args.Component)) return; if (!_appearanceSystem.TryGetData(uid, StackVisuals.MaxCount, out var maxCount, args.Component)) maxCount = comp.LayerStates.Count; if (!_appearanceSystem.TryGetData(uid, StackVisuals.Hide, out var hidden, args.Component)) hidden = false; if (comp.IsComposite) _counterSystem.ProcessCompositeSprite(uid, actual, maxCount, comp.LayerStates, hidden, sprite: args.Sprite); else _counterSystem.ProcessOpaqueSprite(uid, comp.BaseLayer, actual, maxCount, comp.LayerStates, hidden, sprite: args.Sprite); } } }