Files
tbd-station-14/Content.Client/GameObjects/Components/HUD/Inventory/ClientInventoryComponent.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

291 lines
8.9 KiB
C#

#nullable enable
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Content.Client.GameObjects.Components.Clothing;
using Content.Shared.GameObjects.Components.Inventory;
using Content.Shared.GameObjects.Components.Movement;
using Content.Shared.Preferences.Appearance;
using Robust.Client.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.ViewVariables;
using static Content.Shared.GameObjects.Components.Inventory.EquipmentSlotDefines;
using static Content.Shared.GameObjects.Components.Inventory.SharedInventoryComponent.ClientInventoryMessage;
namespace Content.Client.GameObjects.Components.HUD.Inventory
{
/// <summary>
/// A character UI which shows items the user has equipped within his inventory
/// </summary>
[RegisterComponent]
[ComponentReference(typeof(SharedInventoryComponent))]
public class ClientInventoryComponent : SharedInventoryComponent
{
private readonly Dictionary<Slots, IEntity> _slots = new();
public IReadOnlyDictionary<Slots, IEntity> AllSlots => _slots;
[ViewVariables] public InventoryInterfaceController InterfaceController { get; private set; } = default!;
[ComponentDependency]
private ISpriteComponent? _sprite;
private bool _playerAttached = false;
public override void OnRemove()
{
base.OnRemove();
if (_playerAttached)
{
InterfaceController?.PlayerDetached();
}
InterfaceController?.Dispose();
}
public override void Initialize()
{
base.Initialize();
var controllerType = ReflectionManager.LooseGetType(InventoryInstance.InterfaceControllerTypeName);
var args = new object[] {this};
InterfaceController = DynamicTypeFactory.CreateInstance<InventoryInterfaceController>(controllerType, args);
InterfaceController.Initialize();
if (_sprite != null)
{
foreach (var mask in InventoryInstance.SlotMasks.OrderBy(s => InventoryInstance.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 bool IsEquipped(IEntity item)
{
return item != null && _slots.Values.Any(e => e == item);
}
public override float WalkSpeedModifier
{
get
{
var mod = 1f;
foreach (var slot in _slots.Values)
{
if (slot != null)
{
foreach (var modifier in slot.GetAllComponents<IMoveSpeedModifier>())
{
mod *= modifier.WalkSpeedModifier;
}
}
}
return mod;
}
}
public override float SprintSpeedModifier
{
get
{
var mod = 1f;
foreach (var slot in _slots.Values)
{
if (slot != null)
{
foreach (var modifier in slot.GetAllComponents<IMoveSpeedModifier>())
{
mod *= modifier.SprintSpeedModifier;
}
}
}
return mod;
}
}
public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
{
base.HandleComponentState(curState, nextState);
if (curState is not InventoryComponentState state)
return;
var doneSlots = new HashSet<Slots>();
foreach (var (slot, entityUid) in state.Entities)
{
if (!Owner.EntityManager.TryGetEntity(entityUid, out var entity))
{
continue;
}
if (!_slots.ContainsKey(slot) || _slots[slot] != entity)
{
_slots[slot] = entity;
_setSlot(slot, entity);
}
doneSlots.Add(slot);
}
if (state.HoverEntity != null)
{
var (slot, (entityUid, fits)) = state.HoverEntity.Value;
var entity = Owner.EntityManager.GetEntity(entityUid);
InterfaceController?.HoverInSlot(slot, entity, fits);
}
foreach (var slot in _slots.Keys.ToList())
{
if (!doneSlots.Contains(slot))
{
_clearSlot(slot);
_slots.Remove(slot);
}
}
if (Owner.TryGetComponent(out MovementSpeedModifierComponent? mod))
{
mod.RefreshMovementSpeedModifiers();
}
}
private void _setSlot(Slots slot, IEntity entity)
{
SetSlotVisuals(slot, entity);
InterfaceController?.AddToSlot(slot, entity);
}
internal void SetSlotVisuals(Slots slot, IEntity entity)
{
if (_sprite == null)
{
return;
}
if (entity.TryGetComponent(out ClothingComponent? clothing))
{
var flag = SlotMasks[slot];
var data = clothing.GetEquippedStateInfo(flag);
if (data != null)
{
var (rsi, state) = data.Value;
_sprite.LayerSetVisible(slot, true);
_sprite.LayerSetState(slot, state, rsi);
_sprite.LayerSetAutoAnimated(slot, true);
if (slot == Slots.INNERCLOTHING)
{
_sprite.LayerSetState(HumanoidVisualLayers.StencilMask, clothing.FemaleMask switch
{
FemaleClothingMask.NoMask => "female_none",
FemaleClothingMask.UniformTop => "female_top",
_ => "female_full",
});
}
return;
}
}
_sprite.LayerSetVisible(slot, false);
}
internal void ClearAllSlotVisuals()
{
if (_sprite == null)
return;
foreach (var slot in InventoryInstance.SlotMasks)
{
if (slot != Slots.NONE)
{
_sprite.LayerSetVisible(slot, false);
}
}
}
private void _clearSlot(Slots slot)
{
InterfaceController?.RemoveFromSlot(slot);
_sprite?.LayerSetVisible(slot, false);
}
public void SendEquipMessage(Slots slot)
{
var equipMessage = new ClientInventoryMessage(slot, ClientInventoryUpdate.Equip);
SendNetworkMessage(equipMessage);
}
public void SendUseMessage(Slots slot)
{
var equipmessage = new ClientInventoryMessage(slot, ClientInventoryUpdate.Use);
SendNetworkMessage(equipmessage);
}
public void SendHoverMessage(Slots slot)
{
SendNetworkMessage(new ClientInventoryMessage(slot, ClientInventoryUpdate.Hover));
}
public void SendOpenStorageUIMessage(Slots slot)
{
SendNetworkMessage(new OpenSlotStorageUIMessage(slot));
}
public override void HandleMessage(ComponentMessage message, IComponent? component)
{
base.HandleMessage(message, component);
switch (message)
{
case PlayerAttachedMsg _:
InterfaceController.PlayerAttached();
_playerAttached = true;
break;
case PlayerDetachedMsg _:
InterfaceController.PlayerDetached();
_playerAttached = false;
break;
}
}
public bool TryGetSlot(Slots slot, out IEntity? item)
{
return _slots.TryGetValue(slot, out item);
}
public bool TryFindItemSlots(IEntity item, [NotNullWhen(true)] out Slots? slots)
{
slots = null;
foreach (var (slot, entity) in _slots)
{
if (entity == item)
{
slots = slot;
return true;
}
}
return false;
}
}
}