using System.Diagnostics.CodeAnalysis;
using Content.Shared.Clothing.EntitySystems;
using Content.Shared.DoAfter;
using Content.Shared.Inventory;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
namespace Content.Shared.Clothing.Components;
///
/// This handles entities which can be equipped.
///
[NetworkedComponent]
[RegisterComponent]
[Access(typeof(ClothingSystem), typeof(InventorySystem))]
public sealed partial class ClothingComponent : Component
{
[DataField("clothingVisuals")]
public Dictionary> ClothingVisuals = new();
///
/// The name of the layer in the user that this piece of clothing will map to
///
[DataField]
public string? MappedLayer;
[ViewVariables(VVAccess.ReadWrite)]
[DataField("quickEquip")]
public bool QuickEquip = true;
///
/// The slots in which the clothing is considered "worn" or "equipped". E.g., putting shoes in your pockets does not
/// equip them as far as clothing related events are concerned.
///
///
/// Note that this may be a combination of different slot flags, not a singular bit.
///
[ViewVariables(VVAccess.ReadWrite)]
[DataField(required: true)]
[Access(typeof(ClothingSystem), typeof(InventorySystem), Other = AccessPermissions.ReadExecute)]
public SlotFlags Slots = SlotFlags.NONE;
[ViewVariables(VVAccess.ReadWrite)]
[DataField("equipSound")]
public SoundSpecifier? EquipSound;
[ViewVariables(VVAccess.ReadWrite)]
[DataField("unequipSound")]
public SoundSpecifier? UnequipSound;
[Access(typeof(ClothingSystem))]
[ViewVariables(VVAccess.ReadWrite)]
[DataField("equippedPrefix")]
public string? EquippedPrefix;
///
/// Allows the equipped state to be directly overwritten.
/// useful when prototyping INNERCLOTHING items into OUTERCLOTHING items without duplicating/modifying RSIs etc.
///
[Access(typeof(ClothingSystem))]
[ViewVariables(VVAccess.ReadWrite)]
[DataField("equippedState")]
public string? EquippedState;
[ViewVariables(VVAccess.ReadWrite)]
[DataField("sprite")]
public string? RsiPath;
///
/// Name of the inventory slot the clothing is currently in.
/// Note that this being non-null does not mean the clothing is considered "worn" or "equipped" unless the slot
/// satisfies the flags.
///
[DataField]
public string? InSlot;
// TODO CLOTHING
// Maybe keep this null unless its in a valid slot?
// To lazy to figure out ATM if that would break anything.
// And when doing this, combine InSlot and InSlotFlag, as it'd be a breaking change for downstreams anyway
///
/// Slot flags of the slot the clothing is currently in. See also .
///
[DataField]
public SlotFlags? InSlotFlag;
// TODO CLOTHING
// Maybe keep this null unless its in a valid slot?
// And when doing this, combine InSlot and InSlotFlag, as it'd be a breaking change for downstreams anyway
[DataField, ViewVariables(VVAccess.ReadWrite)]
public TimeSpan EquipDelay = TimeSpan.Zero;
[DataField, ViewVariables(VVAccess.ReadWrite)]
public TimeSpan UnequipDelay = TimeSpan.Zero;
///
/// Offset for the strip time for an entity with this component.
/// Only applied when it is being equipped or removed by another player.
///
[DataField]
public TimeSpan StripDelay = TimeSpan.Zero;
}
[Serializable, NetSerializable]
public sealed class ClothingComponentState : ComponentState
{
public string? EquippedPrefix;
public ClothingComponentState(string? equippedPrefix)
{
EquippedPrefix = equippedPrefix;
}
}
public enum ClothingMask : byte
{
NoMask = 0,
UniformFull,
UniformTop
}
[Serializable, NetSerializable]
public sealed partial class ClothingEquipDoAfterEvent : DoAfterEvent
{
public string Slot;
public ClothingEquipDoAfterEvent(string slot)
{
Slot = slot;
}
public override DoAfterEvent Clone() => this;
}
[Serializable, NetSerializable]
public sealed partial class ClothingUnequipDoAfterEvent : DoAfterEvent
{
public string Slot;
public ClothingUnequipDoAfterEvent(string slot)
{
Slot = slot;
}
public override DoAfterEvent Clone() => this;
}