get that crap outta here (completely rewrites inventorysystem) (#5807)
* some work * equip: done unequip: todo * unequipping done & refactored events * workin * movin * reee namespaces * stun * mobstate * fixes * some work on events * removes serverside itemcomp & misc fixes * work * smol merge fix * ports template to prototype & finishes ui * moves relay & adds containerenumerator * actions & cuffs * my god what is actioncode * more fixes * im loosing my grasp on reality * more fixes * more work * explosions * yes * more work * more fixes * merge master & misc fixed because i forgot to commit before merging master * more fixes * fixes * moar * more work * moar fixes * suffixmap * more work on client * motivation low * no. no containers * mirroring client to server * fixes * move serverinvcomp * serverinventorycomponent is dead * gaming * only strippable & ai left... * only ai and richtext left * fixes ai * fixes * fixes sprite layers * more fixes * resolves optional * yes * stable™️ * fixes * moar fixes * moar * fix some tests * lmao * no comment * good to merge™️ * fixes build but for real * adresses some reviews * adresses some more reviews * nullables, yo * fixes lobbyscreen * timid refactor to differentiate actor & target * adresses more reviews * more * my god what a mess * removed the rest of duplicates * removed duplicate slotflags and renamed shoes to feet * removes another unused one * yes * fixes lobby & makes tryunequip return unequipped item * fixes * some funny renames * fixes * misc improvements to attemptevents * fixes * merge fixes Co-authored-by: Paul Ritter <ritter.paul1@gmail.com>
This commit is contained in:
162
Content.Client/Clothing/ClothingSystem.cs
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162
Content.Client/Clothing/ClothingSystem.cs
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using System.Collections.Generic;
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using Content.Client.Inventory;
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using Content.Shared.CharacterAppearance;
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using Content.Shared.Clothing;
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using Content.Shared.Inventory;
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using Content.Shared.Inventory.Events;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Client.ResourceManagement;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameStates;
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using Robust.Shared.IoC;
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namespace Content.Client.Clothing;
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public class ClothingSystem : EntitySystem
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{
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/// <summary>
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/// This is a shitty hotfix written by me (Paul) to save me from renaming all files.
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/// For some context, im currently refactoring inventory. Part of that is slots not being indexed by a massive enum anymore, but by strings.
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/// Problem here: Every rsi-state is using the old enum-names in their state. I already used the new inventoryslots ALOT. tldr: its this or another week of renaming files.
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/// </summary>
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private static readonly Dictionary<string, string> TemporarySlotMap = new()
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{
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{"head", "HELMET"},
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{"eyes", "EYES"},
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{"ears", "EARS"},
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{"mask", "MASK"},
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{"outerClothing", "OUTERCLOTHING"},
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{"jumpsuit", "INNERCLOTHING"},
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{"neck", "NECK"},
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{"back", "BACKPACK"},
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{"belt", "BELT"},
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{"gloves", "HAND"},
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{"shoes", "FEET"},
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{"id", "IDCARD"},
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{"pocket1", "POCKET1"},
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{"pocket2", "POCKET2"},
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};
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[Dependency] private IResourceCache _cache = default!;
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[Dependency] private InventorySystem _inventorySystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ClothingComponent, GotEquippedEvent>(OnGotEquipped);
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SubscribeLocalEvent<SpriteComponent, DidUnequipEvent>(OnDidUnequip);
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}
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private void OnDidUnequip(EntityUid uid, SpriteComponent component, DidUnequipEvent args)
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{
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component.LayerSetVisible(args.Slot, false);
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}
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public void InitClothing(EntityUid uid, ClientInventoryComponent? component = null, SpriteComponent? sprite = null)
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{
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if (!_inventorySystem.TryGetSlots(uid, out var slots, component) || !Resolve(uid, ref sprite, ref component)) return;
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foreach (var slot in slots)
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{
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sprite.LayerMapReserveBlank(slot.Name);
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if (!_inventorySystem.TryGetSlotContainer(uid, slot.Name, out var containerSlot, out _, component) ||
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!containerSlot.ContainedEntity.HasValue) continue;
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RenderEquipment(uid, containerSlot.ContainedEntity.Value, slot.Name, component, sprite);
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}
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}
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private void OnGotEquipped(EntityUid uid, ClothingComponent component, GotEquippedEvent args)
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{
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if (!TryComp<SpriteComponent>(args.Equipee, out var sprite) || !TryComp<ClientInventoryComponent>(args.Equipee, out var invComp))
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{
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return;
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}
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var data = GetEquippedStateInfo(args.Equipment, args.Slot, invComp.SpeciesId, component);
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if (data != null)
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{
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var (rsi, state) = data.Value;
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sprite.LayerSetVisible(args.Slot, true);
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sprite.LayerSetState(args.Slot, state, rsi);
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sprite.LayerSetAutoAnimated(args.Slot, true);
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if (args.Slot == "jumpsuit" && sprite.LayerMapTryGet(HumanoidVisualLayers.StencilMask, out _))
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{
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sprite.LayerSetState(HumanoidVisualLayers.StencilMask, component.FemaleMask switch
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{
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FemaleClothingMask.NoMask => "female_none",
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FemaleClothingMask.UniformTop => "female_top",
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_ => "female_full",
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});
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}
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return;
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}
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sprite.LayerSetVisible(args.Slot, false);
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}
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private void RenderEquipment(EntityUid uid, EntityUid equipment, string slot,
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ClientInventoryComponent? inventoryComponent = null, SpriteComponent? sprite = null, ClothingComponent? clothingComponent = null)
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{
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if(!Resolve(uid, ref inventoryComponent, ref sprite))
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return;
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if (!Resolve(equipment, ref clothingComponent, false))
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{
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sprite.LayerSetVisible(slot, false);
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return;
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}
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var data = GetEquippedStateInfo(equipment, slot, inventoryComponent.SpeciesId, clothingComponent);
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if (data == null) return;
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var (rsi, state) = data.Value;
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sprite.LayerSetVisible(slot, true);
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sprite.LayerSetState(slot, state, rsi);
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sprite.LayerSetAutoAnimated(slot, true);
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if (slot == "jumpsuit" && sprite.LayerMapTryGet(HumanoidVisualLayers.StencilMask, out _))
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{
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sprite.LayerSetState(HumanoidVisualLayers.StencilMask, clothingComponent.FemaleMask switch
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{
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FemaleClothingMask.NoMask => "female_none",
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FemaleClothingMask.UniformTop => "female_top",
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_ => "female_full",
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});
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}
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}
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public (RSI rsi, RSI.StateId stateId)? GetEquippedStateInfo(EntityUid uid, string slot, string? speciesId=null, ClothingComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return null;
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if (component.RsiPath == null)
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return null;
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var rsi = _cache.GetResource<RSIResource>(SharedSpriteComponent.TextureRoot / component.RsiPath).RSI;
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var correctedSlot = slot;
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TemporarySlotMap.TryGetValue(correctedSlot, out correctedSlot);
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var stateId = component.EquippedPrefix != null ? $"{component.EquippedPrefix}-equipped-{correctedSlot}" : $"equipped-{correctedSlot}";
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if (speciesId != null)
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{
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var speciesState = $"{stateId}-{speciesId}";
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if (rsi.TryGetState(speciesState, out _))
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{
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return (rsi, speciesState);
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}
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}
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if (rsi.TryGetState(stateId, out _))
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{
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return (rsi, stateId);
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}
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return null;
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}
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}
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