Remove inventory component references (#15249)

This commit is contained in:
DrSmugleaf
2023-04-11 17:20:47 -07:00
committed by GitHub
parent 54ceca8c7f
commit 98b4af8df0
15 changed files with 101 additions and 84 deletions

View File

@@ -1,7 +1,6 @@
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Content.Client.Inventory;
using Content.Client.Humanoid;
using Content.Shared.Clothing;
using Content.Shared.Clothing.Components;
using Content.Shared.Clothing.EntitySystems;
@@ -53,12 +52,12 @@ public sealed class ClientClothingSystem : ClothingSystem
SubscribeLocalEvent<ClothingComponent, GetEquipmentVisualsEvent>(OnGetVisuals);
SubscribeLocalEvent<ClientInventoryComponent, VisualsChangedEvent>(OnVisualsChanged);
SubscribeLocalEvent<InventoryComponent, VisualsChangedEvent>(OnVisualsChanged);
SubscribeLocalEvent<SpriteComponent, DidUnequipEvent>(OnDidUnequip);
SubscribeLocalEvent<ClientInventoryComponent, AppearanceChangeEvent>(OnAppearanceUpdate);
SubscribeLocalEvent<InventoryComponent, AppearanceChangeEvent>(OnAppearanceUpdate);
}
private void OnAppearanceUpdate(EntityUid uid, ClientInventoryComponent component, ref AppearanceChangeEvent args)
private void OnAppearanceUpdate(EntityUid uid, InventoryComponent component, ref AppearanceChangeEvent args)
{
// May need to update jumpsuit stencils if the sex changed. Also required to properly set the stencil on init
// when sex is first loaded from the profile.
@@ -85,7 +84,7 @@ public sealed class ClientClothingSystem : ClothingSystem
private void OnGetVisuals(EntityUid uid, ClothingComponent item, GetEquipmentVisualsEvent args)
{
if (!TryComp(args.Equipee, out ClientInventoryComponent? inventory))
if (!TryComp(args.Equipee, out InventoryComponent? inventory))
return;
List<PrototypeLayerData>? layers = null;
@@ -170,7 +169,7 @@ public sealed class ClientClothingSystem : ClothingSystem
return true;
}
private void OnVisualsChanged(EntityUid uid, ClientInventoryComponent component, VisualsChangedEvent args)
private void OnVisualsChanged(EntityUid uid, InventoryComponent component, VisualsChangedEvent args)
{
if (!TryComp(args.Item, out ClothingComponent? clothing) || clothing.InSlot == null)
return;
@@ -180,22 +179,22 @@ public sealed class ClientClothingSystem : ClothingSystem
private void OnDidUnequip(EntityUid uid, SpriteComponent component, DidUnequipEvent args)
{
if (!TryComp(uid, out ClientInventoryComponent? inventory) || !TryComp(uid, out SpriteComponent? sprite))
if (!TryComp(uid, out InventoryComponent? inventory) || !TryComp(uid, out InventorySlotsComponent? inventorySlots))
return;
if (!inventory.VisualLayerKeys.TryGetValue(args.Slot, out var revealedLayers))
if (!inventorySlots.VisualLayerKeys.TryGetValue(args.Slot, out var revealedLayers))
return;
// Remove old layers. We could also just set them to invisible, but as items may add arbitrary layers, this
// may eventually bloat the player with lots of invisible layers.
foreach (var layer in revealedLayers)
{
sprite.RemoveLayer(layer);
component.RemoveLayer(layer);
}
revealedLayers.Clear();
}
public void InitClothing(EntityUid uid, ClientInventoryComponent? component = null, SpriteComponent? sprite = null)
public void InitClothing(EntityUid uid, InventoryComponent? component = null, SpriteComponent? sprite = null)
{
if (!Resolve(uid, ref sprite, ref component) || !_inventorySystem.TryGetSlots(uid, out var slots, component))
return;
@@ -217,10 +216,14 @@ public sealed class ClientClothingSystem : ClothingSystem
}
private void RenderEquipment(EntityUid equipee, EntityUid equipment, string slot,
ClientInventoryComponent? inventory = null, SpriteComponent? sprite = null, ClothingComponent? clothingComponent = null)
InventoryComponent? inventory = null, SpriteComponent? sprite = null, ClothingComponent? clothingComponent = null,
InventorySlotsComponent? inventorySlots = null)
{
if(!Resolve(equipee, ref inventory, ref sprite) || !Resolve(equipment, ref clothingComponent, false))
if (!Resolve(equipee, ref inventory, ref sprite, ref inventorySlots) ||
!Resolve(equipment, ref clothingComponent, false))
{
return;
}
if (slot == "jumpsuit" && sprite.LayerMapTryGet(HumanoidVisualLayers.StencilMask, out var suitLayer))
{
@@ -243,7 +246,7 @@ public sealed class ClientClothingSystem : ClothingSystem
// Remove old layers. We could also just set them to invisible, but as items may add arbitrary layers, this
// may eventually bloat the player with lots of invisible layers.
if (inventory.VisualLayerKeys.TryGetValue(slot, out var revealedLayers))
if (inventorySlots.VisualLayerKeys.TryGetValue(slot, out var revealedLayers))
{
foreach (var key in revealedLayers)
{
@@ -254,11 +257,11 @@ public sealed class ClientClothingSystem : ClothingSystem
else
{
revealedLayers = new();
inventory.VisualLayerKeys[slot] = revealedLayers;
inventorySlots.VisualLayerKeys[slot] = revealedLayers;
}
var ev = new GetEquipmentVisualsEvent(equipee, slot);
RaiseLocalEvent(equipment, ev, false);
RaiseLocalEvent(equipment, ev);
if (ev.Layers.Count == 0)
{

View File

@@ -1,23 +0,0 @@
using Content.Shared.Inventory;
namespace Content.Client.Inventory
{
/// <summary>
/// A character UI which shows items the user has equipped within his inventory
/// </summary>
[RegisterComponent]
[ComponentReference(typeof(InventoryComponent))]
[Access(typeof(ClientInventorySystem))]
public sealed class ClientInventoryComponent : InventoryComponent
{
[DataField("speciesId")] public string? SpeciesId { get; set; }
[ViewVariables]
public readonly Dictionary<string, ClientInventorySystem.SlotData> SlotData = new ();
/// <summary>
/// Data about the current layers that have been added to the players sprite due to the items in each equipment slot.
/// </summary>
[ViewVariables]
[Access(typeof(ClientInventorySystem), Other = AccessPermissions.ReadWriteExecute)] // FIXME Friends
public readonly Dictionary<string, HashSet<string>> VisualLayerKeys = new();
}
}

View File

@@ -32,25 +32,25 @@ namespace Content.Client.Inventory
public Action<SlotData>? EntitySlotUpdate = null;
public Action<SlotData>? OnSlotAdded = null;
public Action<SlotData>? OnSlotRemoved = null;
public Action<ClientInventoryComponent>? OnLinkInventory = null;
public Action<InventorySlotsComponent>? OnLinkInventorySlots = null;
public Action? OnUnlinkInventory = null;
public Action<SlotSpriteUpdate>? OnSpriteUpdate = null;
private readonly Queue<(ClientInventoryComponent comp, EntityEventArgs args)> _equipEventsQueue = new();
private readonly Queue<(InventorySlotsComponent comp, EntityEventArgs args)> _equipEventsQueue = new();
public override void Initialize()
{
UpdatesOutsidePrediction = true;
base.Initialize();
SubscribeLocalEvent<ClientInventoryComponent, PlayerAttachedEvent>(OnPlayerAttached);
SubscribeLocalEvent<ClientInventoryComponent, PlayerDetachedEvent>(OnPlayerDetached);
SubscribeLocalEvent<InventorySlotsComponent, PlayerAttachedEvent>(OnPlayerAttached);
SubscribeLocalEvent<InventorySlotsComponent, PlayerDetachedEvent>(OnPlayerDetached);
SubscribeLocalEvent<ClientInventoryComponent, ComponentShutdown>(OnShutdown);
SubscribeLocalEvent<InventoryComponent, ComponentShutdown>(OnShutdown);
SubscribeLocalEvent<ClientInventoryComponent, DidEquipEvent>((_, comp, args) =>
SubscribeLocalEvent<InventorySlotsComponent, DidEquipEvent>((_, comp, args) =>
_equipEventsQueue.Enqueue((comp, args)));
SubscribeLocalEvent<ClientInventoryComponent, DidUnequipEvent>((_, comp, args) =>
SubscribeLocalEvent<InventorySlotsComponent, DidUnequipEvent>((_, comp, args) =>
_equipEventsQueue.Enqueue((comp, args)));
SubscribeLocalEvent<ClothingComponent, UseInHandEvent>(OnUseInHand);
@@ -86,7 +86,7 @@ namespace Content.Client.Inventory
QuickEquip(uid, component, args);
}
private void OnDidUnequip(ClientInventoryComponent component, DidUnequipEvent args)
private void OnDidUnequip(InventorySlotsComponent component, DidUnequipEvent args)
{
UpdateSlot(args.Equipee, component, args.Slot);
if (args.Equipee != _playerManager.LocalPlayer?.ControlledEntity)
@@ -95,7 +95,7 @@ namespace Content.Client.Inventory
OnSpriteUpdate?.Invoke(update);
}
private void OnDidEquip(ClientInventoryComponent component, DidEquipEvent args)
private void OnDidEquip(InventorySlotsComponent component, DidEquipEvent args)
{
UpdateSlot(args.Equipee, component, args.Slot);
if (args.Equipee != _playerManager.LocalPlayer?.ControlledEntity)
@@ -106,7 +106,7 @@ namespace Content.Client.Inventory
OnSpriteUpdate?.Invoke(update);
}
private void OnShutdown(EntityUid uid, ClientInventoryComponent component, ComponentShutdown args)
private void OnShutdown(EntityUid uid, InventoryComponent component, ComponentShutdown args)
{
if (component.Owner != _playerManager.LocalPlayer?.ControlledEntity)
return;
@@ -114,18 +114,18 @@ namespace Content.Client.Inventory
OnUnlinkInventory?.Invoke();
}
private void OnPlayerDetached(EntityUid uid, ClientInventoryComponent component, PlayerDetachedEvent args)
private void OnPlayerDetached(EntityUid uid, InventorySlotsComponent component, PlayerDetachedEvent args)
{
OnUnlinkInventory?.Invoke();
}
private void OnPlayerAttached(EntityUid uid, ClientInventoryComponent component, PlayerAttachedEvent args)
private void OnPlayerAttached(EntityUid uid, InventorySlotsComponent component, PlayerAttachedEvent args)
{
if (TryGetSlots(uid, out var definitions))
{
foreach (var definition in definitions)
{
if (!TryGetSlotContainer(uid, definition.Name, out var container, out _, component))
if (!TryGetSlotContainer(uid, definition.Name, out var container, out _))
continue;
if (!component.SlotData.TryGetValue(definition.Name, out var data))
@@ -138,7 +138,7 @@ namespace Content.Client.Inventory
}
}
OnLinkInventory?.Invoke(component);
OnLinkInventorySlots?.Invoke(component);
}
public override void Shutdown()
@@ -150,18 +150,21 @@ namespace Content.Client.Inventory
protected override void OnInit(EntityUid uid, InventoryComponent component, ComponentInit args)
{
base.OnInit(uid, component, args);
_clothingVisualsSystem.InitClothing(uid, (ClientInventoryComponent) component);
_clothingVisualsSystem.InitClothing(uid, component);
if (!_prototypeManager.TryIndex(component.TemplateId, out InventoryTemplatePrototype? invTemplate))
if (!_prototypeManager.TryIndex(component.TemplateId, out InventoryTemplatePrototype? invTemplate) ||
!TryComp(uid, out InventorySlotsComponent? inventorySlots))
{
return;
}
foreach (var slot in invTemplate.Slots)
{
TryAddSlotDef(uid, (ClientInventoryComponent)component, slot);
TryAddSlotDef(uid, inventorySlots, slot);
}
}
public void ReloadInventory(ClientInventoryComponent? component = null)
public void ReloadInventory(InventorySlotsComponent? component = null)
{
var player = _playerManager.LocalPlayer?.ControlledEntity;
if (player == null || !Resolve(player.Value, ref component, false))
@@ -170,10 +173,10 @@ namespace Content.Client.Inventory
}
OnUnlinkInventory?.Invoke();
OnLinkInventory?.Invoke(component);
OnLinkInventorySlots?.Invoke(component);
}
public void SetSlotHighlight(EntityUid owner, ClientInventoryComponent component, string slotName, bool state)
public void SetSlotHighlight(EntityUid owner, InventorySlotsComponent component, string slotName, bool state)
{
var oldData = component.SlotData[slotName];
var newData = component.SlotData[slotName] = new SlotData(oldData, state);
@@ -181,7 +184,7 @@ namespace Content.Client.Inventory
EntitySlotUpdate?.Invoke(newData);
}
public void UpdateSlot(EntityUid owner, ClientInventoryComponent component, string slotName,
public void UpdateSlot(EntityUid owner, InventorySlotsComponent component, string slotName,
bool? blocked = null, bool? highlight = null)
{
var oldData = component.SlotData[slotName];
@@ -200,7 +203,7 @@ namespace Content.Client.Inventory
EntitySlotUpdate?.Invoke(newData);
}
public bool TryAddSlotDef(EntityUid owner, ClientInventoryComponent component, SlotDefinition newSlotDef)
public bool TryAddSlotDef(EntityUid owner, InventorySlotsComponent component, SlotDefinition newSlotDef)
{
SlotData newSlotData = newSlotDef; //convert to slotData
if (!component.SlotData.TryAdd(newSlotDef.Name, newSlotData))
@@ -211,7 +214,7 @@ namespace Content.Client.Inventory
return true;
}
public void RemoveSlotDef(EntityUid owner, ClientInventoryComponent component, SlotData slotData)
public void RemoveSlotDef(EntityUid owner, InventorySlotsComponent component, SlotData slotData)
{
if (component.SlotData.Remove(slotData.SlotName))
{
@@ -220,7 +223,7 @@ namespace Content.Client.Inventory
}
}
public void RemoveSlotDef(EntityUid owner, ClientInventoryComponent component, string slotName)
public void RemoveSlotDef(EntityUid owner, InventorySlotsComponent component, string slotName)
{
if (!component.SlotData.TryGetValue(slotName, out var slotData))
return;

View File

@@ -0,0 +1,19 @@
namespace Content.Client.Inventory;
/// <summary>
/// A character UI which shows items the user has equipped within his inventory
/// </summary>
[RegisterComponent]
[Access(typeof(ClientInventorySystem))]
public sealed class InventorySlotsComponent : Component
{
[ViewVariables]
public readonly Dictionary<string, ClientInventorySystem.SlotData> SlotData = new ();
/// <summary>
/// Data about the current layers that have been added to the players sprite due to the items in each equipment slot.
/// </summary>
[ViewVariables]
[Access(typeof(ClientInventorySystem), Other = AccessPermissions.ReadWriteExecute)] // FIXME Friends
public readonly Dictionary<string, HashSet<string>> VisualLayerKeys = new();
}

View File

@@ -28,7 +28,7 @@ public sealed class InventoryUIController : UIController, IOnStateEntered<Gamepl
[UISystemDependency] private readonly ClientInventorySystem _inventorySystem = default!;
[UISystemDependency] private readonly HandsSystem _handsSystem = default!;
private ClientInventoryComponent? _playerInventory;
private InventorySlotsComponent? _playerInventory;
private readonly Dictionary<string, ItemSlotButtonContainer> _slotGroups = new();
private StrippingWindow? _strippingWindow;
@@ -105,7 +105,7 @@ public sealed class InventoryUIController : UIController, IOnStateEntered<Gamepl
ToggleInventoryBar();
}
private void UpdateInventoryHotbar(ClientInventoryComponent? clientInv)
private void UpdateInventoryHotbar(InventorySlotsComponent? clientInv)
{
if (clientInv == null)
{
@@ -131,7 +131,7 @@ public sealed class InventoryUIController : UIController, IOnStateEntered<Gamepl
}
}
private void UpdateStrippingWindow(ClientInventoryComponent? clientInv)
private void UpdateStrippingWindow(InventorySlotsComponent? clientInv)
{
if (clientInv == null)
{
@@ -197,7 +197,7 @@ public sealed class InventoryUIController : UIController, IOnStateEntered<Gamepl
{
_inventorySystem.OnSlotAdded += AddSlot;
_inventorySystem.OnSlotRemoved += RemoveSlot;
_inventorySystem.OnLinkInventory += LoadSlots;
_inventorySystem.OnLinkInventorySlots += LoadSlots;
_inventorySystem.OnUnlinkInventory += UnloadSlots;
_inventorySystem.OnSpriteUpdate += SpriteUpdated;
}
@@ -207,7 +207,7 @@ public sealed class InventoryUIController : UIController, IOnStateEntered<Gamepl
{
_inventorySystem.OnSlotAdded -= AddSlot;
_inventorySystem.OnSlotRemoved -= RemoveSlot;
_inventorySystem.OnLinkInventory -= LoadSlots;
_inventorySystem.OnLinkInventorySlots -= LoadSlots;
_inventorySystem.OnUnlinkInventory -= UnloadSlots;
_inventorySystem.OnSpriteUpdate -= SpriteUpdated;
}
@@ -265,7 +265,7 @@ public sealed class InventoryUIController : UIController, IOnStateEntered<Gamepl
!_entities.TryGetComponent<HandsComponent>(player, out var hands) ||
hands.ActiveHandEntity is not { } held ||
!_entities.TryGetComponent(held, out SpriteComponent? sprite) ||
!_inventorySystem.TryGetSlotContainer(player.Value, control.SlotName, out var container, out var slotDef, _playerInventory))
!_inventorySystem.TryGetSlotContainer(player.Value, control.SlotName, out var container, out var slotDef))
{
control.ClearHover();
return;
@@ -274,7 +274,7 @@ public sealed class InventoryUIController : UIController, IOnStateEntered<Gamepl
// Set green / red overlay at 50% transparency
var hoverEntity = _entities.SpawnEntity("hoverentity", MapCoordinates.Nullspace);
var hoverSprite = _entities.GetComponent<SpriteComponent>(hoverEntity);
var fits = _inventorySystem.CanEquip(player.Value, held, control.SlotName, out _, slotDef, _playerInventory) &&
var fits = _inventorySystem.CanEquip(player.Value, held, control.SlotName, out _, slotDef) &&
container.CanInsert(held, _entities);
hoverSprite.CopyFrom(sprite);
@@ -305,7 +305,7 @@ public sealed class InventoryUIController : UIController, IOnStateEntered<Gamepl
_inventorySystem.ReloadInventory();
}
private void LoadSlots(ClientInventoryComponent clientInv)
private void LoadSlots(InventorySlotsComponent clientInv)
{
UnloadSlots();
_playerInventory = clientInv;