* 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>
104 lines
3.5 KiB
C#
104 lines
3.5 KiB
C#
using System;
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using System.Collections.Generic;
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using Content.Shared.GameObjects.Components.Movement;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Reflection;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.Utility;
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using Robust.Shared.ViewVariables;
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using static Content.Shared.GameObjects.Components.Inventory.EquipmentSlotDefines;
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namespace Content.Shared.GameObjects.Components.Inventory
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{
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public abstract class SharedInventoryComponent : Component, IMoveSpeedModifier
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{
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// ReSharper disable UnassignedReadonlyField
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[Dependency] protected readonly IReflectionManager ReflectionManager;
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[Dependency] protected readonly IDynamicTypeFactory DynamicTypeFactory;
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// ReSharper restore UnassignedReadonlyField
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public sealed override string Name => "Inventory";
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public sealed override uint? NetID => ContentNetIDs.STORAGE;
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[ViewVariables]
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protected Inventory InventoryInstance { get; private set; }
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[ViewVariables]
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[DataField("Template")]
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private string _templateName = "HumanInventory"; //stored for serialization purposes
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public override void Initialize()
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{
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base.Initialize();
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CreateInventory();
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}
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private void CreateInventory()
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{
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var type = ReflectionManager.LooseGetType(_templateName);
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DebugTools.Assert(type != null);
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InventoryInstance = DynamicTypeFactory.CreateInstance<Inventory>(type);
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}
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/// <returns>true if the item is equipped to an equip slot (NOT inside an equipped container
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/// like inside a backpack)</returns>
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public abstract bool IsEquipped(IEntity item);
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[Serializable, NetSerializable]
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protected class InventoryComponentState : ComponentState
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{
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public List<KeyValuePair<Slots, EntityUid>> Entities { get; }
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public KeyValuePair<Slots, (EntityUid entity, bool fits)>? HoverEntity { get; }
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public InventoryComponentState(List<KeyValuePair<Slots, EntityUid>> entities, KeyValuePair<Slots, (EntityUid entity, bool fits)>? hoverEntity = null) : base(ContentNetIDs.STORAGE)
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{
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Entities = entities;
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HoverEntity = hoverEntity;
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}
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}
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[Serializable, NetSerializable]
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public class ClientInventoryMessage : ComponentMessage
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{
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public Slots Inventoryslot;
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public ClientInventoryUpdate Updatetype;
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public ClientInventoryMessage(Slots inventoryslot, ClientInventoryUpdate updatetype)
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{
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Directed = true;
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Inventoryslot = inventoryslot;
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Updatetype = updatetype;
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}
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public enum ClientInventoryUpdate
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{
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Equip = 0,
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Use = 1,
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Hover = 2
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}
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}
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/// <summary>
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/// Component message for opening the Storage UI of item in Slot
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/// </summary>
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[Serializable, NetSerializable]
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public class OpenSlotStorageUIMessage : ComponentMessage
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{
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public Slots Slot;
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public OpenSlotStorageUIMessage(Slots slot)
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{
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Directed = true;
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Slot = slot;
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}
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}
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public abstract float WalkSpeedModifier { get; }
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public abstract float SprintSpeedModifier { get; }
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}
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}
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