using System; using System.Collections.Generic; using System.Diagnostics.CodeAnalysis; using Robust.Shared.GameStates; using Robust.Shared.IoC; using Robust.Shared.Serialization; using Robust.Shared.Timing; using Robust.Shared.Utility; namespace Robust.Shared.GameObjects; public abstract class SharedAppearanceSystem : EntitySystem { [Dependency] private readonly IGameTiming _timing = default!; public override void Initialize() { base.Initialize(); SubscribeLocalEvent(OnAppearanceGetState); } protected abstract void OnAppearanceGetState(EntityUid uid, AppearanceComponent component, ref ComponentGetState args); /// /// Mark an appearance component as dirty, so that the appearance will get updated in the next frame update. /// public virtual void QueueUpdate(EntityUid uid, AppearanceComponent component) { } public void SetData(EntityUid uid, Enum key, object value, AppearanceComponent? component = null) { if (!Resolve(uid, ref component, false)) return; // If appearance data is changing due to server state application, the server's comp state is getting applied // anyways, so we can skip this. if (_timing.ApplyingState && component.NetSyncEnabled) // TODO consider removing this and avoiding the component resolve altogether. return; if (component.AppearanceData.TryGetValue(key, out var existing) && existing.Equals(value)) return; DebugTools.Assert(value.GetType().IsValueType || value is ICloneable, "Appearance data values must be cloneable."); component.AppearanceData[key] = value; Dirty(uid, component); QueueUpdate(uid, component); } public bool TryGetData(EntityUid uid, Enum key, [NotNullWhen(true)] out T value, AppearanceComponent? component = null) { if (Resolve(uid, ref component) && component.AppearanceData.TryGetValue(key, out var objValue) && objValue is T) { value = (T)objValue; return true; } value = default!; return false; } public bool TryGetData(EntityUid uid, Enum key, [NotNullWhen(true)] out object? value, AppearanceComponent? component = null) { if (!Resolve(uid, ref component)) { value = null; return false; } return component.AppearanceData.TryGetValue(key, out value); } } [Serializable, NetSerializable] public sealed class AppearanceComponentState : ComponentState { public readonly Dictionary Data; public AppearanceComponentState(Dictionary data) { Data = data; } }