Files
crystall-punk-14/Content.Shared/Inventory/InventoryComponent.cs

43 lines
1.5 KiB
C#
Raw Permalink Normal View History

using Content.Shared.DisplacementMap;
using Robust.Shared.Containers;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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:tm: * fixes * moar fixes * moar * fix some tests * lmao * no comment * good to merge:tm: * 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>
2021-12-30 22:56:10 +01:00
namespace Content.Shared.Inventory;
[RegisterComponent, NetworkedComponent]
[Access(typeof(InventorySystem))]
Borg type switching. (#32586) * Borg type switching. This allows borgs (new spawn or constructed) to select their chassis type on creation, like in SS13. This removes the need for the many different chassis types, and means round-start borgs can actually play the game immediately instead of waiting for science to unlock everything. New borgs have an additional action that allows them to select their type. This opens a nice window with basic information about the borgs and a select button. Once a type has been selected it is permanent for that borg chassis. These borg types also immediately start the borg with specific modules, so they do not need to be printed. Additional modules can still be inserted for upgrades, though this is now less critical. The built-in modules cannot be removed, but are shown in the UI. The modules that each borg type starts with: * Generic: tools * Engineering: advanced tools, construction, RCD, cable * Salvage: Grappling gun, appraisal, mining * Janitor: cleaning, light replacer * Medical: treatment * Service: music, service, clowning Specialized borgs have 3 additional module slots available on top of the ones listed above, generic borgs have 5. Borg types are specified in a new BorgTypePrototype. These prototypes specify all information about the borg type. It is assigned to the borg entity through a mix of client side, server, and shared code. Some of the involved components were made networked, others are just ensured they're set on both sides of the wire. The most gnarly change is the inventory template prototype, which needs to change purely to modify the borg hat offset. I managed to bodge this in with an API that *probably* won't explode for specifically for this use case, but it's still not the most clean of API designs. Parts for specific borg chassis have been removed (so much deleted YAML) and specialized borg modules that are in the base set of a type have been removed from the exosuit fab as there's no point to printing those. The ability to "downgrade" a borg so it can select a new chassis, like in SS13, is something that would be nice, but was not high enough priority for me to block the feature on. I did keep it in mind with some of the code, so it may be possible in the future. There is no fancy animation when selecting borg types like in SS13, because I didn't think it was high priority, and it would add a lot of complex code. * Fix sandbox failure due to collection expression. * Module tweak Fix salvage borg modules still having research/lathe recipes Engie borg has regular tool module, not advanced. * Fix inventory system breakage * Fix migrations Some things were missing * Guidebook rewordings & review * MinWidth on confirm selection button
2024-11-14 18:08:35 +01:00
[AutoGenerateComponentState(true)]
public sealed partial class InventoryComponent : Component
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:tm: * fixes * moar fixes * moar * fix some tests * lmao * no comment * good to merge:tm: * 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>
2021-12-30 22:56:10 +01:00
{
2022-04-03 02:01:22 +02:00
[DataField("templateId", customTypeSerializer: typeof(PrototypeIdSerializer<InventoryTemplatePrototype>))]
Borg type switching. (#32586) * Borg type switching. This allows borgs (new spawn or constructed) to select their chassis type on creation, like in SS13. This removes the need for the many different chassis types, and means round-start borgs can actually play the game immediately instead of waiting for science to unlock everything. New borgs have an additional action that allows them to select their type. This opens a nice window with basic information about the borgs and a select button. Once a type has been selected it is permanent for that borg chassis. These borg types also immediately start the borg with specific modules, so they do not need to be printed. Additional modules can still be inserted for upgrades, though this is now less critical. The built-in modules cannot be removed, but are shown in the UI. The modules that each borg type starts with: * Generic: tools * Engineering: advanced tools, construction, RCD, cable * Salvage: Grappling gun, appraisal, mining * Janitor: cleaning, light replacer * Medical: treatment * Service: music, service, clowning Specialized borgs have 3 additional module slots available on top of the ones listed above, generic borgs have 5. Borg types are specified in a new BorgTypePrototype. These prototypes specify all information about the borg type. It is assigned to the borg entity through a mix of client side, server, and shared code. Some of the involved components were made networked, others are just ensured they're set on both sides of the wire. The most gnarly change is the inventory template prototype, which needs to change purely to modify the borg hat offset. I managed to bodge this in with an API that *probably* won't explode for specifically for this use case, but it's still not the most clean of API designs. Parts for specific borg chassis have been removed (so much deleted YAML) and specialized borg modules that are in the base set of a type have been removed from the exosuit fab as there's no point to printing those. The ability to "downgrade" a borg so it can select a new chassis, like in SS13, is something that would be nice, but was not high enough priority for me to block the feature on. I did keep it in mind with some of the code, so it may be possible in the future. There is no fancy animation when selecting borg types like in SS13, because I didn't think it was high priority, and it would add a lot of complex code. * Fix sandbox failure due to collection expression. * Module tweak Fix salvage borg modules still having research/lathe recipes Engie borg has regular tool module, not advanced. * Fix inventory system breakage * Fix migrations Some things were missing * Guidebook rewordings & review * MinWidth on confirm selection button
2024-11-14 18:08:35 +01:00
[AutoNetworkedField]
public string TemplateId { get; set; } = "human";
[DataField("speciesId")] public string? SpeciesId { get; set; }
public SlotDefinition[] Slots = Array.Empty<SlotDefinition>();
public ContainerSlot[] Containers = Array.Empty<ContainerSlot>();
[DataField]
public Dictionary<string, DisplacementData> Displacements = new();
/// <summary>
/// Alternate displacement maps, which if available, will be selected for the player of the appropriate gender.
/// </summary>
[DataField]
public Dictionary<string, DisplacementData> FemaleDisplacements = new();
/// <summary>
/// Alternate displacement maps, which if available, will be selected for the player of the appropriate gender.
/// </summary>
[DataField]
public Dictionary<string, DisplacementData> MaleDisplacements = new();
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:tm: * fixes * moar fixes * moar * fix some tests * lmao * no comment * good to merge:tm: * 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>
2021-12-30 22:56:10 +01:00
}
Borg type switching. (#32586) * Borg type switching. This allows borgs (new spawn or constructed) to select their chassis type on creation, like in SS13. This removes the need for the many different chassis types, and means round-start borgs can actually play the game immediately instead of waiting for science to unlock everything. New borgs have an additional action that allows them to select their type. This opens a nice window with basic information about the borgs and a select button. Once a type has been selected it is permanent for that borg chassis. These borg types also immediately start the borg with specific modules, so they do not need to be printed. Additional modules can still be inserted for upgrades, though this is now less critical. The built-in modules cannot be removed, but are shown in the UI. The modules that each borg type starts with: * Generic: tools * Engineering: advanced tools, construction, RCD, cable * Salvage: Grappling gun, appraisal, mining * Janitor: cleaning, light replacer * Medical: treatment * Service: music, service, clowning Specialized borgs have 3 additional module slots available on top of the ones listed above, generic borgs have 5. Borg types are specified in a new BorgTypePrototype. These prototypes specify all information about the borg type. It is assigned to the borg entity through a mix of client side, server, and shared code. Some of the involved components were made networked, others are just ensured they're set on both sides of the wire. The most gnarly change is the inventory template prototype, which needs to change purely to modify the borg hat offset. I managed to bodge this in with an API that *probably* won't explode for specifically for this use case, but it's still not the most clean of API designs. Parts for specific borg chassis have been removed (so much deleted YAML) and specialized borg modules that are in the base set of a type have been removed from the exosuit fab as there's no point to printing those. The ability to "downgrade" a borg so it can select a new chassis, like in SS13, is something that would be nice, but was not high enough priority for me to block the feature on. I did keep it in mind with some of the code, so it may be possible in the future. There is no fancy animation when selecting borg types like in SS13, because I didn't think it was high priority, and it would add a lot of complex code. * Fix sandbox failure due to collection expression. * Module tweak Fix salvage borg modules still having research/lathe recipes Engie borg has regular tool module, not advanced. * Fix inventory system breakage * Fix migrations Some things were missing * Guidebook rewordings & review * MinWidth on confirm selection button
2024-11-14 18:08:35 +01:00
/// <summary>
/// Raised if the <see cref="InventoryComponent.TemplateId"/> of an inventory changed.
/// </summary>
[ByRefEvent]
public struct InventoryTemplateUpdated;