CatStation/Content.Client/Stack/StackSystem.cs
Whatstone d9ffbf1d03
Cleanup: AppearanceSystem.TryGetData to AppearanceChangeEvent.TryGetData (#45373)
* First impl. of appearance TryGetData cleanup

* Handful of fixes

* DamageVisuals: fix HandleDamage call, inheritdoc

* bunch of unused AppearanceSystem instances

* Handful more unused appearance systems, inheritdoc

* JetpackSystem: Ent<T>

* cleanup roundup, more Ent<T>

* a few lingering AppearanceSystem.TryGetData calls

* more lingering AppearanceData access

* Remove unnecessary inheritdoc

* once again, with feeling
2026-10-05 00:45:37 +00:00

117 lines
4.6 KiB
C#

using Content.Client.Items;
using Content.Client.Storage.Systems;
using Content.Shared.Stacks;
using JetBrains.Annotations;
using Robust.Client.GameObjects;
namespace Content.Client.Stack
{
/// <inheritdoc />
[UsedImplicitly]
public sealed partial class StackSystem : SharedStackSystem
{
[Dependency] private ItemCounterSystem _counterSystem = default!;
public override void Initialize()
{
base.Initialize();
Subs.ItemStatus<StackComponent>(ent => new StackStatusControl(ent));
}
#region Appearance
[SubscribeLocalEvent]
private void OnAppearanceChange(Entity<StackComponent> ent, ref AppearanceChangeEvent args)
{
var (uid, comp) = ent;
if (args.Sprite == null || comp.LayerStates.Count < 1)
return;
// Skip processing if no elements in the stack
if (!args.TryGetData<int>(StackVisuals.Actual, out var actual))
return;
if (!args.TryGetData<int>(StackVisuals.MaxCount, out var maxCount))
maxCount = comp.LayerStates.Count;
if (!args.TryGetData<bool>(StackVisuals.Hide, out var hidden))
hidden = false;
if (comp.LayerFunction != StackLayerFunction.None)
ApplyLayerFunction((uid, comp), ref actual, ref maxCount);
if (comp.IsComposite)
{
_counterSystem.ProcessCompositeSprite(uid,
actual,
maxCount,
comp.LayerStates,
hidden,
sprite: args.Sprite);
}
else
{
_counterSystem.ProcessOpaqueSprite(uid,
comp.BaseLayer,
actual,
maxCount,
comp.LayerStates,
hidden,
sprite: args.Sprite);
}
}
/// <summary>
/// Adjusts the actual and maxCount to change how stack amounts are displayed.
/// </summary>
/// <param name="ent">The entity considered.</param>
/// <param name="actual">The actual number of items in the stack. Altered depending on the function to run.</param>
/// <param name="maxCount">The maximum number of items in the stack. Altered depending on the function to run.</param>
/// <returns>True if a function was applied.</returns>
public bool ApplyLayerFunction(Entity<StackComponent> ent, ref int actual, ref int maxCount)
{
switch (ent.Comp.LayerFunction)
{
case StackLayerFunction.Threshold:
if (TryComp<StackLayerThresholdComponent>(ent, out var threshold))
{
ApplyThreshold(threshold, ref actual, ref maxCount);
return true;
}
break;
}
// No function applied.
return false;
}
/// <summary>
/// Selects which layer a stack applies based on a list of thresholds.
/// Each threshold passed results in the next layer being selected.
/// </summary>
/// <param name="comp">The threshold parameters to apply.</param>
/// <param name="actual">The number of items in the stack. Will be set to the index of the layer to use.</param>
/// <param name="maxCount">The maximum possible number of items in the stack. Will be set to the number of selectable layers.</param>
private static void ApplyThreshold(StackLayerThresholdComponent comp, ref int actual, ref int maxCount)
{
// We must stop before we run out of thresholds or layers, whichever's smaller.
maxCount = Math.Min(comp.Thresholds.Count + 1, maxCount);
var newActual = 0;
foreach (var threshold in comp.Thresholds)
{
//If our value exceeds threshold, the next layer should be displayed.
//Note: we must ensure actual <= MaxCount.
if (actual >= threshold && newActual < maxCount)
newActual++;
else
break;
}
actual = newActual;
}
#endregion
}
}