Files
Delta-v/Content.Client/Inventory/ClientInventorySystem.cs
T
29e55b9464 Upstream Merge (June / July) attempt 2 electric boogaloo (#4607)
* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146)

* Optimize sensor monitoring window graph drawing

* Add shared static Vector2 pool for all GraphView instances

* Address requested changes

* remove lock

* Update submodule to 264.0.0 (#38629)

* Toy/Plushie Inhands and Wearables (#38514)

* Fixed dependency injection and some other issues in a few places.

* More issue fixes

* patchfor broken NetworkConfiguratorLinkMenu (#38632)

fix

* Fix solutions flickering when transferring contents (#34838)

* Use Solution clones when applying SolutionComponent states

* Revert "Use Solution clones when applying SolutionComponent states"

This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62.

* Make Solution implement ICloneable and rename Clone method.

* Copy CanReact value when cloning a Solution

* Convert to IRobustCloneable

* Fix typos in guidebook: Buisness → Business (#38636)

* Fix typo in `MinorAntagonists.xml`

Buisness → Business

* Fix typo in `YourFirstCharacter.xml`

Buisness → Business

* Various Headphones Fixes and Tweaks (#38479)

* sprites, wearables

* neck

* icon-on sprite

* Cleanup prototype instantiation in `DamageTest` (#38639)

Cleanup prototype instantiation in DamageTest

* Cleanup prototype instantiation in `ExplosionSystem` (#38642)

Cleanup prototype instantiation in ExplosionSystem

* AddBodyPartCommand localization. (#38612)

commit

* fix ItemSlotsSystem debug assert (#38655)

* Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536)

* Added directional beacons (#38284)

* Added directional beacons

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* Fixed names

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

---------

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* Power stat and nuke codes commands get some LEC love. (#38585)

* commit

* requested changes.

* Dsay Dirty and Follow commands converted to LEC and localized. (#38666)

* commit

* whoopwhoopwhoop

* Retro laser sprite fix (#38676)

* Fixed everything except the icon

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* fixed icon

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

---------

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* fix water coolers (#38681)

* Monochromacy typo fix (#38686)

* fixes the typo

* Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Validate `CloningSettingsPrototype`s (#38688)

* Validate CloningSettingsPrototypes

* Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Check EventComponents too

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Add test of objective-related console commands (#36400)

* Add test of objective add/list/remove commands

* Not sure why we're validating test prototypes, but sure

* We don't need a map

* Improvements and fixups for New Status Effect API (#38660)

* Predict healing and bloodstream (#38690)

* initial commit

* reapply 38126

* fix rootable

* someone missed an important minus sign here

* try this

* fix

* fix

* reenable crit hits

* cleanup

* fix status time dirtying

* fix

* camelCase

* Healing and bloodstream prediction fixes.

* Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661)

* Resolving Wizard Recall on Nuke disk making it impossible to disarm
- Adding a DisarmBomb case to nuke status update loop
- Changing a few methods and parameters to properly follow formatting standards
- Updating some names to follow camelCase

* Updating missed tag

* Reverting DataField change

Should prevent this preventative bugfix being a breaking change.

* Switch HSV to the default colorspace for character customization (#38434)

* Made HSV default for character editor

* Adds/fixes comments to HSV defaulting

* Added dropbox fix, potentially cursed

* Revert "Added dropbox fix, potentially cursed"

This reverts commit a709883366fbee813e839742125e70844672af29.

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* Fix: Don't deploy foldables when clicking on items inside containers (#38709)

* Fix

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Pressure Relief Valve (#36708)

* initial system (this math is probably WRONG)

* General code cleanup and OnExamined support
(holy moly this code sucks)

* UICode and related events foundation
TODO:
- Actually write the XAML UI and the underlying system
- Un-shitcode the entire thing
- Actually test everything...

* Working UI code
TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't.

* Remove one TODO for unshitcoding the examine code

* Add reminder
yea

* Make predicted (defenitely isn't)
(also defenitely isn't a copypaste from pressure pump code)

* It's predicted!
TODO:
- Give it snazzy predicted visuals!
- Have a different field for pressure entry, lest it gets bulldozed every UI update.

* Improve gas pressure relief valve UI
TODO: Reminder to reduce amount of dirties using deltafields

* Implement DirtyField prediction

* Entity<T> cleanup
A lot of Entity<T> conversions and lukewarm cleanup.

Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell.

* More cleanup and comments

* Remove TODO comment on bulldozing window title

* """refactoring"""
- Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance.
- More Entity<T> conversions because I like them.
- Move UI creation handling over entirely to the ActivatableUI system.
- Fix a hardcoded locale string (why????).

* Add visuals

* Revert debugging variable replacememt
yea

* Revert skissue

* Remove unused using directives and remove TODO

* Localize, cleanup, document

* Fix adminlogging discrepancy

* Add ability to construct, add guidebook entry

* Clear up comment

* Add guidebook tooltip to valve

* Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor

* Adds more input handling and adds autofill on open

* Un-deepfry input validator shitcode
Genuinely what was I smoking

* improve visuals logic

* Refactor again
- Update math to the correct implementation
- Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs

* I'm sorry but I hate warnings

* Remove unused using directive in AtmosphereSystem.Gases.cs

* Review and cleanup

* Lukewarm UI glossup

* Maintainer for the upstream project btw

* Remove redundant state sets and messy logic

* Unduplicate valve updater code

* Redo UI (im sorry Slarti)

* run tests

* Test refactored UI messaging

* Second round of UI improvements
- God please find a way to improve this system. Feels bad.

* Update loop implementation

* Further predict UI

* Clear up SetToCurrentThreshold

* cleanup

* Update to master + pipe layers and bug fixes
want to run tests

* fixes

* Deploy rename pipebomb

* Documentation and requested changes

* Rename the method that wiggled away

* Undo rounding changes

* Fix comment

* Rename and cleanup

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Fix TextLinkTag (#32203)

* Adjust uplink buy button to be under item icon (#38596)

* Adjusted uplink buy button to be under item icon

* Put the discount subtext under the icon

* Indent fixes, added margin

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* Scurrets - Audio Improvements (#38482)

* Scurret audio tuning

* Add new sfx

* Update sneezing sfx

* YAML support

* Rename a folder

* make telesci wreck easier (#37569)

rel

* Validate `ShaderPrototype` IDs (#38728)

* Convert all shader prototype string literals to protoids in overlays

* Convert more shader prototype literal strings to protoids

* Convert ValidatePrototypeId to ProtoId

* Later

* [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664)

* fixed

* clean up

* orks fix smart

* review fix 1

* more requested changes

* less cursed

* more descriptive description

* better wording

* Tiny Tiny Cleanup of the EyeClosingSystem. (#38734)

Update EyeClosingSystem.cs

* Fix human skin tone distribution (#38701)

* fix: Use PredictedQueueDel for gib spell (#38729)

* fix: don't default to uncharged sprite state for cells (#38730)

* Fix Hristov description - remove inaccurate technical specs (#38746)

- Removes inaccurate 'armor piercing 14.5mm shells' reference
- Replaces it with a more funny description, matching the style of the other snipers and guns
- Keeps ammunition type '.60 anti-materiel ammo' specification
- Fixes issue #38590

Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br>

* feat: allow mopping evaporating puddles (#38743)

* Validate remaining `ProtoId` strings (#38747)

Validate remaining ProtoId strings

* Validate `ProtoId`s in tests (#38745)

* Convert string literals to protoids in Content.Tests

* Convert string literals to protoids or consts in Content.IntegrationTests

* Fix linter failures
Tricksy static using misled me

* Cleanup warning in StomachSystem (#38748)

you did not see this

* Vox scars (#38592)

* Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl

* Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl"

This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15.

* locale key fix

* Changed top surgery scar names to be more generalized

* Adjusted face scars

* Formatting fixes

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* UnlockNode command to LEC. (#38751)

* commit

* Update UnlockNodeCommand.cs

* commit

* move command locale to its own file.

* Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Typofixes for figurine dialogue (#38737)

* Typofixes for figurine dialogue

* Forgot two

* Janitor Tool: Wire Brush (#38667)

* Wow! It's -brush-

* spacing.

* Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* fixed changes

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Minor escape menu UX improvements (#38650)

* fix: spellbooks can have infinite charges (#38376)

* fix: spellbooks can have infinite charges

* refactor: indicate infinite spellbook charges with null

Not sure if I like this much better...
2025-11-06 18:22:39 +00:00

322 lines
12 KiB
C#

using System.Linq;
using Content.Client.Clothing;
using Content.Client.Examine;
using Content.Client.Verbs.UI;
using Content.Shared.Interaction;
using Content.Shared.Inventory;
using Content.Shared.Inventory.Events;
using Content.Shared.Storage;
using Content.Shared._Shitmed.Targeting.Events; // Shitmed
using JetBrains.Annotations;
using Robust.Client.Player;
using Robust.Client.UserInterface;
using Robust.Shared.Containers;
using Robust.Shared.Input.Binding;
using Robust.Shared.Player;
using Robust.Shared.Timing;
namespace Content.Client.Inventory
{
[UsedImplicitly]
public sealed class ClientInventorySystem : InventorySystem
{
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IUserInterfaceManager _ui = default!;
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly ClientClothingSystem _clothingVisualsSystem = default!;
[Dependency] private readonly ExamineSystem _examine = default!;
public Action<SlotData>? EntitySlotUpdate = null;
public Action<SlotData>? OnSlotAdded = null;
public Action<SlotData>? OnSlotRemoved = null;
public Action<EntityUid, InventorySlotsComponent>? OnLinkInventorySlots = null;
public Action? OnUnlinkInventory = null;
public Action<SlotSpriteUpdate>? OnSpriteUpdate = null;
private readonly Queue<(InventorySlotsComponent comp, EntityEventArgs args)> _equipEventsQueue = new();
public override void Initialize()
{
UpdatesOutsidePrediction = true;
base.Initialize();
SubscribeLocalEvent<InventorySlotsComponent, LocalPlayerAttachedEvent>(OnPlayerAttached);
SubscribeLocalEvent<InventorySlotsComponent, LocalPlayerDetachedEvent>(OnPlayerDetached);
SubscribeLocalEvent<InventoryComponent, ComponentShutdown>(OnShutdown);
SubscribeLocalEvent<InventorySlotsComponent, DidEquipEvent>((_, comp, args) =>
_equipEventsQueue.Enqueue((comp, args)));
SubscribeLocalEvent<InventorySlotsComponent, DidUnequipEvent>((_, comp, args) =>
_equipEventsQueue.Enqueue((comp, args)));
}
public override void Update(float frameTime)
{
base.Update(frameTime);
while (_equipEventsQueue.TryDequeue(out var tuple))
{
var (component, args) = tuple;
switch (args)
{
case DidEquipEvent equipped:
OnDidEquip(component, equipped);
break;
case DidUnequipEvent unequipped:
OnDidUnequip(component, unequipped);
break;
default:
throw new InvalidOperationException($"Received queued event of unknown type: {args.GetType()}");
}
}
}
private void OnDidUnequip(InventorySlotsComponent component, DidUnequipEvent args)
{
UpdateSlot(args.Equipee, component, args.Slot);
if (args.Equipee != _playerManager.LocalEntity)
return;
var update = new SlotSpriteUpdate(null, args.SlotGroup, args.Slot, false);
OnSpriteUpdate?.Invoke(update);
}
private void OnDidEquip(InventorySlotsComponent component, DidEquipEvent args)
{
UpdateSlot(args.Equipee, component, args.Slot);
if (args.Equipee != _playerManager.LocalEntity)
return;
var update = new SlotSpriteUpdate(args.Equipment, args.SlotGroup, args.Slot,
HasComp<StorageComponent>(args.Equipment));
OnSpriteUpdate?.Invoke(update);
}
private void OnShutdown(EntityUid uid, InventoryComponent component, ComponentShutdown args)
{
if (TryComp(uid, out InventorySlotsComponent? inventorySlots))
{
foreach (var slot in component.Slots)
{
TryRemoveSlotData((uid, inventorySlots), (SlotData)slot);
}
}
if (uid == _playerManager.LocalEntity)
OnUnlinkInventory?.Invoke();
}
private void OnPlayerDetached(EntityUid uid, InventorySlotsComponent component, LocalPlayerDetachedEvent args)
{
OnUnlinkInventory?.Invoke();
}
private void OnPlayerAttached(EntityUid uid, InventorySlotsComponent component, LocalPlayerAttachedEvent args)
{
OnLinkInventorySlots?.Invoke(uid, component);
}
public override void Shutdown()
{
CommandBinds.Unregister<ClientInventorySystem>();
base.Shutdown();
}
public void ReloadInventory(InventorySlotsComponent? component = null)
{
var player = _playerManager.LocalEntity;
if (player == null || !Resolve(player.Value, ref component, false))
{
return;
}
OnUnlinkInventory?.Invoke();
OnLinkInventorySlots?.Invoke(player.Value, component);
}
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);
if (owner == _playerManager.LocalEntity)
EntitySlotUpdate?.Invoke(newData);
}
public void UpdateSlot(EntityUid owner, InventorySlotsComponent component, string slotName,
bool? blocked = null, bool? highlight = null)
{
// The slot might have been removed when changing templates, which can cause items to be dropped.
if (!component.SlotData.TryGetValue(slotName, out var oldData))
return;
var newHighlight = oldData.Highlighted;
var newBlocked = oldData.Blocked;
if (blocked != null)
newBlocked = blocked.Value;
if (highlight != null)
newHighlight = highlight.Value;
var newData = component.SlotData[slotName] =
new SlotData(component.SlotData[slotName], newHighlight, newBlocked);
if (owner == _playerManager.LocalEntity)
EntitySlotUpdate?.Invoke(newData);
}
public bool TryAddSlotData(Entity<InventorySlotsComponent> ent, SlotData newSlotData)
{
if (!ent.Comp.SlotData.TryAdd(newSlotData.SlotName, newSlotData))
return false;
if (TryGetSlotContainer(ent.Owner, newSlotData.SlotName, out var newContainer, out _))
ent.Comp.SlotData[newSlotData.SlotName].Container = newContainer;
if (ent.Owner == _playerManager.LocalEntity)
OnSlotAdded?.Invoke(newSlotData);
return true;
}
public bool TryRemoveSlotData(Entity<InventorySlotsComponent> ent, SlotData removedSlotData)
{
if (!ent.Comp.SlotData.Remove(removedSlotData.SlotName))
return false;
if (ent.Owner == _playerManager.LocalEntity)
OnSlotRemoved?.Invoke(removedSlotData);
return true;
}
public void UIInventoryActivate(string slot)
{
RaisePredictiveEvent(new UseSlotNetworkMessage(slot));
}
public void UIInventoryStorageActivate(string slot)
{
RaisePredictiveEvent(new OpenSlotStorageNetworkMessage(slot));
}
public void UIInventoryExamine(string slot, EntityUid uid)
{
if (!TryGetSlotEntity(uid, slot, out var item))
return;
_examine.DoExamine(item.Value);
}
public void UIInventoryOpenContextMenu(string slot, EntityUid uid)
{
if (!TryGetSlotEntity(uid, slot, out var item))
return;
_ui.GetUIController<VerbMenuUIController>().OpenVerbMenu(item.Value);
}
public void UIInventoryActivateItem(string slot, EntityUid uid)
{
if (!TryGetSlotEntity(uid, slot, out var item))
return;
RaisePredictiveEvent(
new InteractInventorySlotEvent(GetNetEntity(item.Value), altInteract: false));
}
public void UIInventoryAltActivateItem(string slot, EntityUid uid)
{
if (!TryGetSlotEntity(uid, slot, out var item))
return;
RaisePredictiveEvent(new InteractInventorySlotEvent(GetNetEntity(item.Value), altInteract: true));
}
protected override void UpdateInventoryTemplate(Entity<InventoryComponent> ent)
{
base.UpdateInventoryTemplate(ent);
if (!TryComp<InventorySlotsComponent>(ent, out var inventorySlots))
return;
List<SlotData> slotDataToRemove = new(); // don't modify dict while iterating
foreach (var slotData in inventorySlots.SlotData.Values)
{
if (!ent.Comp.Slots.Any(s => s.Name == slotData.SlotName))
slotDataToRemove.Add(slotData);
}
// remove slots that are no longer in the new template
foreach (var slotData in slotDataToRemove)
{
TryRemoveSlotData((ent.Owner, inventorySlots), slotData);
}
// update existing slots or add them if they don't exist yet
foreach (var slot in ent.Comp.Slots)
{
if (inventorySlots.SlotData.TryGetValue(slot.Name, out var slotData))
slotData.SlotDef = slot;
else
TryAddSlotData((ent.Owner, inventorySlots), (SlotData)slot);
}
_clothingVisualsSystem.InitClothing(ent, ent.Comp);
if (ent.Owner == _playerManager.LocalEntity)
ReloadInventory(inventorySlots);
}
public sealed class SlotData
{
[ViewVariables] public SlotDefinition SlotDef;
[ViewVariables] public EntityUid? HeldEntity => Container?.ContainedEntity;
[ViewVariables] public bool Blocked;
[ViewVariables] public bool Highlighted;
[ViewVariables] public ContainerSlot? Container;
[ViewVariables] public bool HasSlotGroup => SlotDef.SlotGroup != "Default";
[ViewVariables] public Vector2i ButtonOffset => SlotDef.UIWindowPosition;
[ViewVariables] public string SlotName => SlotDef.Name;
[ViewVariables] public bool ShowInWindow => SlotDef.ShowInWindow;
[ViewVariables] public string SlotGroup => SlotDef.SlotGroup;
[ViewVariables] public string SlotDisplayName => SlotDef.DisplayName;
[ViewVariables] public string TextureName => "Slots/" + SlotDef.TextureName;
[ViewVariables] public string FullTextureName => SlotDef.FullTextureName;
public SlotData(SlotDefinition slotDef, ContainerSlot? container = null, bool highlighted = false,
bool blocked = false)
{
SlotDef = slotDef;
Highlighted = highlighted;
Blocked = blocked;
Container = container;
}
public SlotData(SlotData oldData, bool highlighted = false, bool blocked = false)
{
SlotDef = oldData.SlotDef;
Highlighted = highlighted;
Container = oldData.Container;
Blocked = blocked;
}
public static implicit operator SlotData(SlotDefinition s)
{
return new SlotData(s);
}
public static implicit operator SlotDefinition(SlotData s)
{
return s.SlotDef;
}
}
public readonly record struct SlotSpriteUpdate(
EntityUid? Entity,
string Group,
string Name,
bool ShowStorage
);
}
}