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;
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.
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;
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;
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;
}
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))
{
// 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)
{
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)
{
+++ /dev/null
-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();
- }
-}
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);
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)
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)
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;
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))
}
}
- OnLinkInventory?.Invoke(component);
+ OnLinkInventorySlots?.Invoke(component);
}
public override void Shutdown()
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))
}
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);
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];
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))
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))
{
}
}
- 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;
--- /dev/null
+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();
+}
[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;
ToggleInventoryBar();
}
- private void UpdateInventoryHotbar(ClientInventoryComponent? clientInv)
+ private void UpdateInventoryHotbar(InventorySlotsComponent? clientInv)
{
if (clientInv == null)
{
}
}
- private void UpdateStrippingWindow(ClientInventoryComponent? clientInv)
+ private void UpdateStrippingWindow(InventorySlotsComponent? clientInv)
{
if (clientInv == null)
{
{
_inventorySystem.OnSlotAdded += AddSlot;
_inventorySystem.OnSlotRemoved += RemoveSlot;
- _inventorySystem.OnLinkInventory += LoadSlots;
+ _inventorySystem.OnLinkInventorySlots += LoadSlots;
_inventorySystem.OnUnlinkInventory += UnloadSlots;
_inventorySystem.OnSpriteUpdate += SpriteUpdated;
}
{
_inventorySystem.OnSlotAdded -= AddSlot;
_inventorySystem.OnSlotRemoved -= RemoveSlot;
- _inventorySystem.OnLinkInventory -= LoadSlots;
+ _inventorySystem.OnLinkInventorySlots -= LoadSlots;
_inventorySystem.OnUnlinkInventory -= UnloadSlots;
_inventorySystem.OnSpriteUpdate -= SpriteUpdated;
}
!_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;
// 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);
_inventorySystem.ReloadInventory();
}
- private void LoadSlots(ClientInventoryComponent clientInv)
+ private void LoadSlots(InventorySlotsComponent clientInv)
{
UnloadSlots();
_playerInventory = clientInv;
-using Content.Server.Inventory;
+using System.Threading.Tasks;
using Content.Shared.Clothing.Components;
using Content.Shared.Clothing.EntitySystems;
using Content.Shared.Inventory;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
-using Robust.Shared.Map;
-using System.Threading.Tasks;
namespace Content.IntegrationTests.Tests
{
await server.WaitAssertion(() =>
{
// Spawn everything.
- var mapMan = IoCManager.Resolve<IMapManager>();
var invSystem = IoCManager.Resolve<IEntitySystemManager>().GetEntitySystem<InventorySystem>();
var entMgr = IoCManager.Resolve<IEntityManager>();
var container = entMgr.SpawnEntity(null, coordinates);
- entMgr.EnsureComponent<ServerInventoryComponent>(container);
+ entMgr.EnsureComponent<InventoryComponent>(container);
entMgr.EnsureComponent<ContainerManagerComponent>(container);
var child = entMgr.SpawnEntity(null, coordinates);
"CableVisualizer",
"UIFragment",
"PDABorderColor",
+ "InventorySlots",
};
}
}
+++ /dev/null
-using Content.Shared.Inventory;
-
-namespace Content.Server.Inventory;
-
-[RegisterComponent]
-[ComponentReference(typeof(InventoryComponent))]
-public sealed class ServerInventoryComponent : InventoryComponent { }
-using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
+using Robust.Shared.GameStates;
+using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Shared.Inventory;
-public abstract class InventoryComponent : Component
+[RegisterComponent, NetworkedComponent]
+[Access(typeof(InventorySystem))]
+public sealed class InventoryComponent : Component
{
[DataField("templateId", customTypeSerializer: typeof(PrototypeIdSerializer<InventoryTemplatePrototype>))]
public string TemplateId { get; } = "human";
+
+ [DataField("speciesId")] public string? SpeciesId { get; set; }
}
flavorKind: station-event-random-sentience-flavor-primate
- type: Inventory
templateId: monkey
+ - type: InventorySlots
- type: Fixtures
fixtures:
- shape:
- type: Inventory
speciesId: possum
templateId: pet
+ - type: InventorySlots
- type: Strippable
- type: UserInterface
interfaces:
- type: Inventory
speciesId: possum #close enough
templateId: pet
+ - type: InventorySlots
- type: Strippable
- type: UserInterface
interfaces:
- type: Inventory
speciesId: fox
templateId: pet
+ - type: InventorySlots
- type: Strippable
- type: UserInterface
interfaces:
- type: Inventory
speciesId: dog
templateId: pet
+ - type: InventorySlots
- type: Strippable
- type: UserInterface
interfaces:
- type: Inventory
speciesId: puppy
templateId: pet
+ - type: InventorySlots
- type: DamageStateVisuals
states:
Alive:
- type: Inventory
speciesId: cat
templateId: pet
+ - type: InventorySlots
- type: Strippable
- type: UserInterface
interfaces:
- type: Inventory
speciesId: sloth
templateId: pet
+ - type: InventorySlots
- type: Strippable
- type: UserInterface
interfaces:
- type: Inventory
speciesId: fox #close enough
templateId: pet
+ - type: InventorySlots
- type: Strippable
- type: UserInterface
interfaces:
- type: Inventory
speciesId: pig
templateId: pet
+ - type: InventorySlots
- type: Strippable
- type: UserInterface
interfaces:
- type: Inventory
speciesId: cat
templateId: pet
+ - type: InventorySlots
- type: Strippable
- type: UserInterface
interfaces:
- type: Inventory
speciesId: puppy
templateId: pet
+ - type: InventorySlots
- type: Strippable
- type: UserInterface
interfaces:
- type: Inventory
speciesId: dog
templateId: pet
+ - type: InventorySlots
- type: Strippable
- type: UserInterface
interfaces:
group: Drone
- type: Inventory
templateId: drone
+ - type: InventorySlots
- type: Strippable
- type: UserInterface
interfaces:
- type: Blindable
# Other
- type: Inventory
+ - type: InventorySlots
- type: Clickable
- type: InteractionOutline
- type: Icon
components:
- type: Hands
- type: Inventory
+ - type: InventorySlots
- type: ContainerContainer
- type: Icon
sprite: Mobs/Species/Human/parts.rsi
- MobLayer
- type: Inventory
templateId: diona
+ - type: InventorySlots
- type: MovementSpeedModifier
baseWalkSpeed : 1.5
baseSprintSpeed : 3.5
components:
- type: Inventory
templateId: diona
+ - type: InventorySlots
- type: HumanoidAppearance
species: Diona
# canColorFacialHair: false
- type: Inventory
speciesId: vox
+ - type: InventorySlots
- type: Butcherable
butcheringType: Spike
spawned: