Files
tbd-station-14/Content.Client/Stack/StackSystem.cs
B_Kirill 438090a505 Cleanup warnings: CS0414 (#39748)
* Cleanup

* Fix
2025-08-19 09:42:54 +02:00

112 lines
4.7 KiB
C#

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<StackComponent, AppearanceChangeEvent>(OnAppearanceChange);
Subs.ItemStatus<StackComponent>(ent => new StackStatusControl(ent));
}
public override void SetCount(EntityUid uid, int amount, StackComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
base.SetCount(uid, amount, component);
// TODO PREDICT ENTITY DELETION: This should really just be a normal entity deletion call.
if (component.Count <= 0)
{
Xform.DetachEntity(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<int>(uid, StackVisuals.Actual, out var actual, args.Component))
return;
if (!_appearanceSystem.TryGetData<int>(uid, StackVisuals.MaxCount, out var maxCount, args.Component))
maxCount = comp.LayerStates.Count;
if (!_appearanceSystem.TryGetData<bool>(uid, StackVisuals.Hide, out var hidden, args.Component))
hidden = false;
if (comp.LayerFunction != StackLayerFunction.None)
ApplyLayerFunction((uid, comp), ref actual, ref maxCount);
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);
}
/// <summary>
/// Adjusts the actual and maxCount to change how stack amounts are displayed.
/// </summary>
/// <param name="ent">The entity considered.</param>
/// <param name="actual">The actual number of items in the stack. Altered depending on the function to run.</param>
/// <param name="maxCount">The maximum number of items in the stack. Altered depending on the function to run.</param>
/// <returns>Whether or not a function was applied.</returns>
private bool ApplyLayerFunction(Entity<StackComponent> ent, ref int actual, ref int maxCount)
{
switch (ent.Comp.LayerFunction)
{
case StackLayerFunction.Threshold:
if (TryComp<StackLayerThresholdComponent>(ent, out var threshold))
{
ApplyThreshold(threshold, ref actual, ref maxCount);
return true;
}
break;
}
// No function applied.
return false;
}
/// <summary>
/// Selects which layer a stack applies based on a list of thresholds.
/// Each threshold passed results in the next layer being selected.
/// </summary>
/// <param name="comp">The threshold parameters to apply.</param>
/// <param name="actual">The number of items in the stack. Will be set to the index of the layer to use.</param>
/// <param name="maxCount">The maximum possible number of items in the stack. Will be set to the number of selectable layers.</param>
private static void ApplyThreshold(StackLayerThresholdComponent comp, ref int actual, ref int maxCount)
{
// We must stop before we run out of thresholds or layers, whichever's smaller.
maxCount = Math.Min(comp.Thresholds.Count + 1, maxCount);
var newActual = 0;
foreach (var threshold in comp.Thresholds)
{
//If our value exceeds threshold, the next layer should be displayed.
//Note: we must ensure actual <= MaxCount.
if (actual >= threshold && newActual < maxCount)
newActual++;
else
break;
}
actual = newActual;
}
}
}