* Laws * positronic brain and PAI rewrite * MMI * MMI pt. 2 * borg brain transfer * Roleban support, Borg job (WIP), the end of mind shenaniganry * battery drain, item slot cleanup, alerts * visuals * fix this pt1 * fix this pt2 * Modules, Lingering Stacks, Better borg flashlight * Start on UI, fix battery alerts, expand activation/deactivation, low movement speed on no power. * sprotes * no zombie borgs * oh fuck yeah i love a good relay * charger * fix the tiniest of sprite issues * adjustable names * a functional UI???? * foobar * more modules * this shit for some reason * upstream * genericize selectable borg modules * upstream again * holy fucking shit * i love christ * proper construction * da job * AA borgs * and boom more shit * admin logs * laws redux * ok just do this rq * oh boy that looks like modules * oh shit research * testos passo * so much shit holy fuck * fuckit we SHIP * last minute snags * should've gotten me on a better day
81 lines
3.0 KiB
C#
81 lines
3.0 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, ItemStatusCollectMessage>(OnItemStatus);
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SubscribeLocalEvent<StackComponent, AppearanceChangeEvent>(OnAppearanceChange);
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}
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private void OnItemStatus(EntityUid uid, StackComponent component, ItemStatusCollectMessage args)
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{
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args.Controls.Add(new StackStatusControl(component));
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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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if (component.Lingering &&
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TryComp<SpriteComponent>(uid, out var sprite))
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{
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// tint the stack gray and make it transparent if it's lingering.
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var color = component.Count == 0 && component.Lingering
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? Color.DarkGray.WithAlpha(0.65f)
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: Color.White;
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for (var i = 0; i < sprite.AllLayers.Count(); i++)
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{
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sprite.LayerSetColor(i, color);
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}
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}
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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 && !component.Lingering)
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{
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Xform.DetachParentToNull(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.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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}
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}
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