Clothing/item ECS & cleanup (#9706)
This commit is contained in:
76
Content.Shared/Item/ItemComponent.cs
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76
Content.Shared/Item/ItemComponent.cs
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using Content.Shared.Hands.Components;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Item;
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/// <summary>
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/// Handles items which can be picked up to hands and placed in pockets, as well as storage containers
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/// like backpacks.
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/// </summary>
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[RegisterComponent]
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public sealed class ItemComponent : Component
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{
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[Access(typeof(SharedItemSystem), Other = AccessPermissions.ReadExecute)]
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("size")]
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public int Size = 5;
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[DataField("inhandVisuals")]
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public Dictionary<HandLocation, List<SharedSpriteComponent.PrototypeLayerData>> InhandVisuals = new();
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[Access(typeof(SharedItemSystem))]
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("heldPrefix")]
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public string? HeldPrefix;
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/// <summary>
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/// Rsi of the sprite shown on the player when this item is in their hands. Used to generate a default entry for <see cref="InhandVisuals"/>
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("sprite")]
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public readonly string? RsiPath;
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}
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[Serializable, NetSerializable]
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public sealed class ItemComponentState : ComponentState
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{
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public int Size { get; }
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public string? HeldPrefix { get; }
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public ItemComponentState(int size, string? heldPrefix)
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{
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Size = size;
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HeldPrefix = heldPrefix;
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}
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}
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/// <summary>
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/// Raised when an item's visual state is changed. The event is directed at the entity that contains this item, so
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/// that it can properly update its hands or inventory sprites and GUI.
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/// </summary>
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[Serializable, NetSerializable]
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public sealed class VisualsChangedEvent : EntityEventArgs
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{
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public readonly EntityUid Item;
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public readonly string ContainerId;
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public VisualsChangedEvent(EntityUid item, string containerId)
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{
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Item = item;
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ContainerId = containerId;
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}
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}
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/// <summary>
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/// Reference sizes for common containers and items.
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/// </summary>
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public enum ReferenceSizes
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{
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Wallet = 4,
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Pocket = 12,
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Box = 24,
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Belt = 30,
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Toolbox = 60,
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Backpack = 100,
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NoStoring = 9999
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}
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@@ -1,147 +0,0 @@
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using Content.Shared.Hands.Components;
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using Content.Shared.Inventory;
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using Content.Shared.Sound;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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using static Robust.Shared.GameObjects.SharedSpriteComponent;
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namespace Content.Shared.Item
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{
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/// <summary>
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/// Players can pick up, drop, and put items in bags, and they can be seen in player's hands.
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/// </summary>
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[NetworkedComponent()]
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public abstract class SharedItemComponent : Component
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{
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[Dependency] private readonly IEntityManager _entMan = default!;
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/// <summary>
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/// How much big this item is.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public int Size
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{
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get => _size;
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set
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{
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_size = value;
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Dirty();
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}
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}
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[DataField("size")]
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private int _size;
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[DataField("inhandVisuals")]
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public Dictionary<HandLocation, List<PrototypeLayerData>> InhandVisuals = new();
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[DataField("clothingVisuals")]
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public Dictionary<string, List<PrototypeLayerData>> ClothingVisuals = new();
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/// <summary>
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/// Whether or not this item can be picked up.
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/// </summary>
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/// <remarks>
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/// This should almost always be true for items. But in some special cases, an item can be equipped but not
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/// picked up. E.g., hardsuit helmets are attached to the suit, so we want to disable things like the pickup
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/// verb.
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/// </remarks>
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[DataField("canPickup")]
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public bool CanPickup = true;
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[DataField("quickEquip")]
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public bool QuickEquip = true;
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/// <summary>
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/// Part of the state of the sprite shown on the player when this item is in their hands or inventory.
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/// </summary>
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/// <remarks>
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/// Only used if <see cref="InhandVisuals"/> or <see cref="ClothingVisuals"/> are unspecified.
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/// </remarks>
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[ViewVariables(VVAccess.ReadWrite)]
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public string? EquippedPrefix
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{
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get => _equippedPrefix;
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set
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{
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_equippedPrefix = value;
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EntitySystem.Get<SharedItemSystem>().VisualsChanged(Owner, this);
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Dirty();
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}
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}
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[DataField("HeldPrefix")]
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private string? _equippedPrefix;
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[ViewVariables]
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[DataField("Slots")]
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public SlotFlags SlotFlags = SlotFlags.PREVENTEQUIP; //Different from None, NONE allows equips if no slot flags are required
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[DataField("equipSound")]
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public SoundSpecifier? EquipSound { get; set; } = default!;
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[DataField("unequipSound")]
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public SoundSpecifier? UnequipSound = default!;
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/// <summary>
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/// Rsi of the sprite shown on the player when this item is in their hands. Used to generate a default entry for <see cref="InhandVisuals"/>
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("sprite")]
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public readonly string? RsiPath;
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public void RemovedFromSlot()
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{
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if (_entMan.TryGetComponent(Owner, out SharedSpriteComponent? component))
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component.Visible = true;
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}
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public virtual void EquippedToSlot()
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{
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if (_entMan.TryGetComponent(Owner, out SharedSpriteComponent? component))
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component.Visible = false;
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}
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}
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[Serializable, NetSerializable]
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public sealed class ItemComponentState : ComponentState
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{
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public int Size { get; }
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public string? EquippedPrefix { get; }
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public ItemComponentState(int size, string? equippedPrefix)
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{
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Size = size;
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EquippedPrefix = equippedPrefix;
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}
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}
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/// <summary>
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/// Raised when an item's visual state is changed. The event is directed at the entity that contains this item, so
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/// that it can properly update its hands or inventory sprites and GUI.
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/// </summary>
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[Serializable, NetSerializable]
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public sealed class VisualsChangedEvent : EntityEventArgs
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{
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public readonly EntityUid Item;
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public readonly string ContainerId;
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public VisualsChangedEvent(EntityUid item, string containerId)
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{
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Item = item;
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ContainerId = containerId;
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}
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}
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/// <summary>
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/// Reference sizes for common containers and items.
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/// </summary>
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public enum ReferenceSizes
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{
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Wallet = 4,
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Pocket = 12,
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Box = 24,
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Belt = 30,
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Toolbox = 60,
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Backpack = 100,
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NoStoring = 9999
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}
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}
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@@ -1,95 +1,124 @@
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using Content.Shared.Hands.EntitySystems;
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using Content.Shared.Hands.EntitySystems;
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using Content.Shared.Interaction;
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using Content.Shared.Inventory.Events;
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using Content.Shared.Verbs;
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using Robust.Shared.Containers;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Item
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namespace Content.Shared.Item;
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public abstract class SharedItemSystem : EntitySystem
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{
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public abstract class SharedItemSystem : EntitySystem
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[Dependency] private readonly SharedHandsSystem _handsSystem = default!;
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[Dependency] private readonly SharedContainerSystem _container = default!;
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public override void Initialize()
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{
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[Dependency] private readonly SharedHandsSystem _handsSystem = default!;
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base.Initialize();
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SubscribeLocalEvent<ItemComponent, GetVerbsEvent<InteractionVerb>>(AddPickupVerb);
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<SharedItemComponent, GetVerbsEvent<InteractionVerb>>(AddPickupVerb);
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SubscribeLocalEvent<SharedSpriteComponent, GotEquippedEvent>(OnEquipped);
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SubscribeLocalEvent<SharedSpriteComponent, GotUnequippedEvent>(OnUnequipped);
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SubscribeLocalEvent<ItemComponent, InteractHandEvent>(OnHandInteract);
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SubscribeLocalEvent<SharedSpriteComponent, GotEquippedEvent>(OnEquipped);
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SubscribeLocalEvent<SharedSpriteComponent, GotUnequippedEvent>(OnUnequipped);
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SubscribeLocalEvent<SharedItemComponent, InteractHandEvent>(OnHandInteract);
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SubscribeLocalEvent<ItemComponent, ComponentGetState>(OnGetState);
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SubscribeLocalEvent<ItemComponent, ComponentHandleState>(OnHandleState);
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}
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SubscribeLocalEvent<SharedItemComponent, ComponentGetState>(OnGetState);
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SubscribeLocalEvent<SharedItemComponent, ComponentHandleState>(OnHandleState);
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}
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#region Public API
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private void OnHandInteract(EntityUid uid, SharedItemComponent component, InteractHandEvent args)
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{
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if (args.Handled || !component.CanPickup)
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return;
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public void SetSize(EntityUid uid, int size, ItemComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return;
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args.Handled = _handsSystem.TryPickup(args.User, uid, animateUser: false);
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}
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component.Size = size;
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Dirty(component);
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}
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private void OnHandleState(EntityUid uid, SharedItemComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not ItemComponentState state)
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return;
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public void SetHeldPrefix(EntityUid uid, string? heldPrefix, ItemComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return;
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component.Size = state.Size;
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component.EquippedPrefix = state.EquippedPrefix;
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}
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component.HeldPrefix = heldPrefix;
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Dirty(component);
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VisualsChanged(uid);
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}
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private void OnGetState(EntityUid uid, SharedItemComponent component, ref ComponentGetState args)
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{
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args.State = new ItemComponentState(component.Size, component.EquippedPrefix);
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}
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#endregion
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// Although netsync is being set to false for items client can still update these
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// Realistically:
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// Container should already hide these
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// Client is the only thing that matters.
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private void OnHandInteract(EntityUid uid, ItemComponent component, InteractHandEvent args)
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{
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if (args.Handled)
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return;
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private void OnUnequipped(EntityUid uid, SharedSpriteComponent component, GotUnequippedEvent args)
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{
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component.Visible = true;
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}
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args.Handled = _handsSystem.TryPickup(args.User, uid, animateUser: false);
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}
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private void OnEquipped(EntityUid uid, SharedSpriteComponent component, GotEquippedEvent args)
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{
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component.Visible = false;
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}
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private void OnHandleState(EntityUid uid, ItemComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not ItemComponentState state)
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return;
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private void AddPickupVerb(EntityUid uid, SharedItemComponent component, GetVerbsEvent<InteractionVerb> args)
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{
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if (args.Hands == null ||
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args.Using != null ||
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!args.CanAccess ||
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!args.CanInteract ||
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!component.CanPickup ||
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!_handsSystem.CanPickupAnyHand(args.User, args.Target, handsComp: args.Hands, item: component))
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return;
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component.Size = state.Size;
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component.HeldPrefix = state.HeldPrefix;
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}
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InteractionVerb verb = new();
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verb.Act = () => _handsSystem.TryPickupAnyHand(args.User, args.Target, checkActionBlocker: false, handsComp: args.Hands, item: component);
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verb.IconTexture = "/Textures/Interface/VerbIcons/pickup.svg.192dpi.png";
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private void OnGetState(EntityUid uid, ItemComponent component, ref ComponentGetState args)
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{
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args.State = new ItemComponentState(component.Size, component.HeldPrefix);
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}
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// if the item already in a container (that is not the same as the user's), then change the text.
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// this occurs when the item is in their inventory or in an open backpack
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args.User.TryGetContainer(out var userContainer);
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if (args.Target.TryGetContainer(out var container) && container != userContainer)
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verb.Text = Loc.GetString("pick-up-verb-get-data-text-inventory");
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else
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verb.Text = Loc.GetString("pick-up-verb-get-data-text");
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// Although netsync is being set to false for items client can still update these
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// Realistically:
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// Container should already hide these
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// Client is the only thing that matters.
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args.Verbs.Add(verb);
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}
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private void OnUnequipped(EntityUid uid, SharedSpriteComponent component, GotUnequippedEvent args)
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{
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component.Visible = true;
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}
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/// <summary>
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/// Notifies any entity that is holding or wearing this item that they may need to update their sprite.
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/// </summary>
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public virtual void VisualsChanged(EntityUid owner, SharedItemComponent? item = null)
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{ }
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private void OnEquipped(EntityUid uid, SharedSpriteComponent component, GotEquippedEvent args)
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{
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component.Visible = false;
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}
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private void AddPickupVerb(EntityUid uid, ItemComponent component, GetVerbsEvent<InteractionVerb> args)
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{
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if (args.Hands == null ||
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args.Using != null ||
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!args.CanAccess ||
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!args.CanInteract) //||
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//!_handsSystem.CanPickupAnyHand(args.User, args.Target, handsComp: args.Hands, item: component))
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return;
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InteractionVerb verb = new();
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// TODO ITEM
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//verb.Act = () => _handsSystem.TryPickupAnyHand(args.User, args.Target, checkActionBlocker: false,
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// handsComp: args.Hands, item: component);
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verb.IconTexture = "/Textures/Interface/VerbIcons/pickup.svg.192dpi.png";
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// if the item already in a container (that is not the same as the user's), then change the text.
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// this occurs when the item is in their inventory or in an open backpack
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_container.TryGetContainingContainer(args.User, out var userContainer);
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if (_container.TryGetContainingContainer(args.Target, out var container) && container != userContainer)
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verb.Text = Loc.GetString("pick-up-verb-get-data-text-inventory");
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else
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verb.Text = Loc.GetString("pick-up-verb-get-data-text");
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args.Verbs.Add(verb);
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}
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/// <summary>
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/// Notifies any entity that is holding or wearing this item that they may need to update their sprite.
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/// </summary>
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/// <remarks>
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/// This is used for updating both inhand sprites and clothing sprites, but it's here just cause it needs to
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/// be in one place.
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/// </remarks>
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public virtual void VisualsChanged(EntityUid owner)
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{
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}
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}
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Block a user