112 lines
4.7 KiB
C#
112 lines
4.7 KiB
C#
using System.Linq;
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using Content.Client.Items;
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using Content.Client.Storage.Systems;
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using Content.Shared.Stacks;
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using JetBrains.Annotations;
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using Robust.Client.GameObjects;
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namespace Content.Client.Stack
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{
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[UsedImplicitly]
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public sealed class StackSystem : SharedStackSystem
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{
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[Dependency] private readonly AppearanceSystem _appearanceSystem = default!;
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[Dependency] private readonly ItemCounterSystem _counterSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<StackComponent, AppearanceChangeEvent>(OnAppearanceChange);
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Subs.ItemStatus<StackComponent>(ent => new StackStatusControl(ent));
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}
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public override void SetCount(EntityUid uid, int amount, StackComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return;
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base.SetCount(uid, amount, component);
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// TODO PREDICT ENTITY DELETION: This should really just be a normal entity deletion call.
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if (component.Count <= 0)
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{
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Xform.DetachEntity(uid, Transform(uid));
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return;
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}
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component.UiUpdateNeeded = true;
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}
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private void OnAppearanceChange(EntityUid uid, StackComponent comp, ref AppearanceChangeEvent args)
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{
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if (args.Sprite == null || comp.LayerStates.Count < 1)
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return;
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// Skip processing if no actual
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if (!_appearanceSystem.TryGetData<int>(uid, StackVisuals.Actual, out var actual, args.Component))
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return;
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if (!_appearanceSystem.TryGetData<int>(uid, StackVisuals.MaxCount, out var maxCount, args.Component))
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maxCount = comp.LayerStates.Count;
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if (!_appearanceSystem.TryGetData<bool>(uid, StackVisuals.Hide, out var hidden, args.Component))
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hidden = false;
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if (comp.LayerFunction != StackLayerFunction.None)
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ApplyLayerFunction((uid, comp), ref actual, ref maxCount);
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if (comp.IsComposite)
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_counterSystem.ProcessCompositeSprite(uid, actual, maxCount, comp.LayerStates, hidden, sprite: args.Sprite);
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else
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_counterSystem.ProcessOpaqueSprite(uid, comp.BaseLayer, actual, maxCount, comp.LayerStates, hidden, sprite: args.Sprite);
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}
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/// <summary>
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/// Adjusts the actual and maxCount to change how stack amounts are displayed.
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/// </summary>
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/// <param name="ent">The entity considered.</param>
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/// <param name="actual">The actual number of items in the stack. Altered depending on the function to run.</param>
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/// <param name="maxCount">The maximum number of items in the stack. Altered depending on the function to run.</param>
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/// <returns>Whether or not a function was applied.</returns>
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private bool ApplyLayerFunction(Entity<StackComponent> ent, ref int actual, ref int maxCount)
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{
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switch (ent.Comp.LayerFunction)
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{
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case StackLayerFunction.Threshold:
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if (TryComp<StackLayerThresholdComponent>(ent, out var threshold))
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{
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ApplyThreshold(threshold, ref actual, ref maxCount);
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return true;
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}
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break;
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}
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// No function applied.
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return false;
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}
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/// <summary>
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/// Selects which layer a stack applies based on a list of thresholds.
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/// Each threshold passed results in the next layer being selected.
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/// </summary>
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/// <param name="comp">The threshold parameters to apply.</param>
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/// <param name="actual">The number of items in the stack. Will be set to the index of the layer to use.</param>
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/// <param name="maxCount">The maximum possible number of items in the stack. Will be set to the number of selectable layers.</param>
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private static void ApplyThreshold(StackLayerThresholdComponent comp, ref int actual, ref int maxCount)
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{
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// We must stop before we run out of thresholds or layers, whichever's smaller.
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maxCount = Math.Min(comp.Thresholds.Count + 1, maxCount);
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var newActual = 0;
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foreach (var threshold in comp.Thresholds)
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{
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//If our value exceeds threshold, the next layer should be displayed.
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//Note: we must ensure actual <= MaxCount.
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if (actual >= threshold && newActual < maxCount)
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newActual++;
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else
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break;
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}
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actual = newActual;
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}
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}
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}
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