Files
tbd-station-14/Content.Client/GameObjects/Components/Clothing/ClothingComponent.cs
Paul Ritter 5c50b1f6ed Serialization v3 content PR (#3491)
* serv3 in shared pt 1

* beginning of deepclone api

* progress in implementing ideepclone & serv3 in content

* adds target

* its cant hurt you it cant hurt you

* more changes to content.server

* adds dataclasses

* almost there

* renamed & edited entry

* finishes refactoring content to use serv3

* gasmixture runtimes, next: reagentunit

* fucin hell that was an annoying one

* adds flags

* fixes some yaml errors

* removes comment

* fixes generic components for now

* removes todo
actually clones values my god paul
fixes bug involving resolving custom data classes from other proj
renames dataclass
fixes spritecomp
adds WithFormat.Constants support

* adds deepclone to ResistanceSet

* adds a bunch of deepclone implementations
adds a deepclone analyzer (TODO)
adds a deep clone fallback for classes & structs

* fixes a bunch of runtimes

* adds deepclone to entityuid

* adds generator to sln

* gets rid of warnings

* fixes

* argh

* componentdata refactors

* more deepclone impl

* heck me i reworked all of content deepclone

* renames custom dataclasstarget

* misc

* reworks prototypes

* deepclone nuke

* renamed customdataclass attribute

* fixes everything

* misc fixed

* the killcommit

* getting there

* changed yamlfieldattribute namespace

* adds back iselfserialize

* renames everything to data(field/definition)

* ouch

* Fix most errors on content

* Fix more errors in content

* Fix some components

* work on tests

* fixes some customdataclasses

* fuggin shit

* yes

* yeas

* Remove data classes

* Data field naming fixes

* arg

* Git resetti RobustToolbox

* Merge fixes

* General fixes

* Fix startup serialization errors

* Fix DamageContainerPrototype when supported classes or types are null

* Implement construction graph step type serializer

* Fix up construction serialization

* Fix up construction serialization part 2

* Fix null list in technology database component

* Fix body serialization

* Fix entity storage serialization

* Fix actions serialization

* Fix AI serialization

* Fix reaction serialization

* Fix body serialization

* Fix grid atmosphere serialization

* Rename IServ3Manager to ISerializationManager

* Convert every non generic serializer to the new format, general fixes

* Serialization and body system fix

* pushinheritance fix

* Update all prototypes to have a parent and have consistent id/parent properties

* Merge fixes

* smh my head

* cuddling slaps

* Content commit for engine PR

* stuff

* more fixes

* argh

* yes even you are fixed

* changelog fixes

* fixes seeds

* argh

* Test fixes

* Add writing for alert order prototype

* Fix alert order writing

* FIX

* its been alot ok

* Fix the rest of the visualizers

* Fix server alerts component tests

* Fix alert prototype tests not using the read value

* Fix alert prototype tests initializing serialization multiple times

* THIS IS AN AMERICAN CODEBASE GOD BLESS THE USA

* Add ImplicitDataDefinitionForInheritors to IMechanismBehavior
Fixes the behaviors not being found

* Fix NRE in strap component
Good night to the 1 buckle optimization

* Fix clothing component slot flags serialization tag

* Fix body component in all components test

* Merge fixes

* ffs

* Make construction graph prototype use serialization hooks

* human yaml linted

* a

* Do the thing for construction

* stuff

* a

* monke see yaml linter

* LINT HARDER

* Remove redundant todo

* yes

* Add skip hook argument to readers and copiers

* we gamin

* test/datafield fixes

* adds more verbose validation

* moves linter to action

* Improve construction graph step type serializer error message

* Fix ammo box component NRE

* gamin

* some updates to the linter

* yes

* removes that test

* misc fixes

* array fix
priority fix
misc fixes

* adds proper info the validation

* adds alwaysrelevant usa

* Make yaml linter take half as long to run (~50% less)

* Make yaml linter 5 times faster (~80% less execution time)

* based vera being based

* fixes mapsaving

* warning cleanup & moves surpressor

* removes old msbuild targets

* Revert "Make yaml linter 5 times faster (~80% less execution time)"

This reverts commit 3e6091359a26252c3e98828199553de668031c63.

* Add -nowarn to yaml linter run configuration

* Improve yaml linter message feedback

* Make dependencies an argument instead of a property on the serialization manager

* yamllinting slaps

* Clean up type serializers

* Move yaml linter code to its own method

* Fix yaml errors

* Change yaml linter action name and remove -nowarn

* yaml linter please shut

* Git resetti robust toolbox

Co-authored-by: Paul <ritter.paul1+git@googlemail.com>
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
2021-03-05 01:08:38 +01:00

102 lines
3.1 KiB
C#

#nullable enable
using Content.Client.GameObjects.Components.HUD.Inventory;
using Content.Client.GameObjects.Components.Items;
using Content.Shared.GameObjects;
using Content.Shared.GameObjects.Components.Inventory;
using Content.Shared.GameObjects.Components.Items;
using Robust.Client.Graphics;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Content.Client.GameObjects.Components.Clothing
{
[RegisterComponent]
[ComponentReference(typeof(ItemComponent))]
[ComponentReference(typeof(IItemComponent))]
public class ClothingComponent : ItemComponent
{
[DataField("femaleMask")]
private FemaleClothingMask _femaleMask = FemaleClothingMask.UniformFull;
public override string Name => "Clothing";
public override uint? NetID => ContentNetIDs.CLOTHING;
private string? _clothingEquippedPrefix;
[ViewVariables(VVAccess.ReadWrite)]
[DataField("ClothingPrefix")]
public string? ClothingEquippedPrefix
{
get => _clothingEquippedPrefix;
set
{
if (_clothingEquippedPrefix == value)
return;
_clothingEquippedPrefix = value;
if(!Initialized) return;
if (!Owner.TryGetContainer(out IContainer? container))
return;
if (!container.Owner.TryGetComponent(out ClientInventoryComponent? inventory))
return;
if (!inventory.TryFindItemSlots(Owner, out EquipmentSlotDefines.Slots? slots))
return;
inventory.SetSlotVisuals(slots.Value, Owner);
}
}
public override void Initialize()
{
base.Initialize();
ClothingEquippedPrefix = ClothingEquippedPrefix;
}
[ViewVariables(VVAccess.ReadWrite)]
public FemaleClothingMask FemaleMask
{
get => _femaleMask;
set => _femaleMask = value;
}
public (RSI rsi, RSI.StateId stateId)? GetEquippedStateInfo(EquipmentSlotDefines.SlotFlags slot)
{
if (RsiPath == null)
{
return null;
}
var rsi = GetRSI();
var prefix = ClothingEquippedPrefix ?? EquippedPrefix;
var stateId = prefix != null ? $"{prefix}-equipped-{slot}" : $"equipped-{slot}";
if (rsi.TryGetState(stateId, out _))
{
return (rsi, stateId);
}
return null;
}
public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
{
if (curState is not ClothingComponentState state)
{
return;
}
ClothingEquippedPrefix = state.ClothingEquippedPrefix;
EquippedPrefix = state.EquippedPrefix;
}
}
public enum FemaleClothingMask : byte
{
NoMask = 0,
UniformFull,
UniformTop
}
}