(Feat) Add Build
This commit is contained in:
+182
-212
@@ -10,8 +10,8 @@ namespace Ashwild.Storage
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{
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/// <summary>
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/// A networked storage chest and the single IInteractable that opens it. Interacting opens the
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/// shared <see cref="ChestUI"/> (the player's inventory on the left, this chest on the right); all
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/// item moves are requested through server RPCs.
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/// inventory window in chest mode (the player's inventory on the left, this chest's module on the
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/// right); all item moves are requested through server RPCs.
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///
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/// Multiplayer: the chest is **server-authoritative** so two players browsing the same chest can
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/// never clobber or duplicate items. The server owns the rich model (<see cref="InventorySlot"/>[])
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@@ -72,7 +72,7 @@ namespace Ashwild.Storage
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#region Events
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/// <summary>
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/// Fired when a slot's replicated view changes so the open <see cref="ChestUI"/> can refresh
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/// Fired when a slot's replicated view changes so the open <see cref="ChestPanelUI"/> can refresh
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/// just that cell. An index of -1 means the whole collection changed (a full refresh).
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/// </summary>
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public event Action<int> SlotViewChanged;
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@@ -154,16 +154,17 @@ namespace Ashwild.Storage
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public string InteractionPrompt => $"Ouvrir {DisplayName}";
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/// <summary>
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/// Opens the shared chest window bound to this chest. Runs on the interacting client only.
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/// Opens the inventory window in chest mode, bound to this chest. Runs on the interacting client
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/// only.
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/// </summary>
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public void Interact()
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{
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if (ChestUI.Instance == null)
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if (InventoryUI.Instance == null)
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{
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Debug.LogError("[Chest] No ChestUI found in the scene — cannot open the chest.", this);
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Debug.LogError("[Chest] No InventoryUI found in the scene — cannot open the chest.", this);
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return;
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}
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ChestUI.Instance.Open(this);
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InventoryUI.Instance.OpenChest(this);
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}
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#endregion
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@@ -198,52 +199,94 @@ namespace Ashwild.Storage
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#region Client Requests
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/// <summary>
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/// Deposits the whole stack in the given inventory slot into a specific chest slot. When the
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/// target chest slot holds a different item this becomes a swap, so it first checks the
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/// displaced stack still fits in the inventory (server refunds anything the target can't hold).
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/// Pass a negative chest slot to let the server auto-place into the first fitting slot.
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/// The one drag-and-drop operation for anything involving this chest: chest→inventory,
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/// inventory→chest and chest→chest, in either direction. It never decides *what* happens — the
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/// shared <see cref="SlotTransfer.Move"/> rules do — so dropping a stack on a chest cell behaves
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/// exactly like dropping it on an inventory cell (move, merge or swap).
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///
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/// For a cross-container move the player's slot is read and cleared locally (the inventory is
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/// client-authoritative) and sent along as a payload; the server reconciles it against the chest
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/// slot and grants whatever comes back into that same slot, which is why an item never lands
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/// somewhere unexpected like the first free hotbar cell.
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/// </summary>
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public void RequestDepositToSlot(int inventoryIndex, int chestSlot)
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public void RequestMove(SlotContainer fromContainer, int fromIndex, SlotContainer toContainer, int toIndex)
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{
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if (fromContainer == SlotContainer.Chest && toContainer == SlotContainer.Chest)
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{
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if (fromIndex != toIndex) MoveWithinServerRpc(fromIndex, toIndex);
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return;
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}
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PlayerInventory inv = PlayerInventory.Instance;
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if (inv == null) return;
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bool chestIsSource = fromContainer == SlotContainer.Chest;
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int chestIndex = chestIsSource ? fromIndex : toIndex;
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int inventoryIndex = chestIsSource ? toIndex : fromIndex;
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if (chestIndex < 0 || chestIndex >= slotViews.Count) return;
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if (inv.GetSlot(inventoryIndex) == null) return;
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SlotContent payload = inv.ReadSlot(inventoryIndex);
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bool chestSlotFilled = TryGetSlot(chestIndex, out _, out _, out _);
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// Nothing to move: the side the player dragged from is empty.
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if (chestIsSource ? !chestSlotFilled : payload.IsEmpty) return;
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ushort id = 0;
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if (!payload.IsEmpty)
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{
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id = ItemDatabase.Instance != null ? ItemDatabase.Instance.GetId(payload.Item) : (ushort)0;
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if (id == 0)
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{
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Debug.LogError($"[Chest] '{payload.Item.ItemName}' is not in the ItemDatabase — cannot store. Run Rebuild Item Database.", this);
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return;
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}
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inv.WriteSlot(inventoryIndex, SlotContent.Empty);
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}
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MoveCrossServerRpc(chestIndex, inventoryIndex, chestIsSource, id, payload.Quantity, payload.Uses);
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}
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/// <summary>
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/// Quick transfer (right-click): sends a stack to the other container without the player picking a
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/// destination, so it is auto-placed into the first slot that accepts it. Deliberately a different
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/// operation from <see cref="RequestMove"/> — here the player expressed no target.
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/// </summary>
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public void RequestQuickTransfer(SlotContainer fromContainer, int index)
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{
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PlayerInventory inv = PlayerInventory.Instance;
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if (inv == null) return;
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InventorySlot slot = inv.GetSlot(inventoryIndex);
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if (slot == null || slot.IsEmpty) return;
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ItemData item = slot.ItemData;
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int quantity = slot.Quantity;
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int uses = item.HasUses ? slot.CurrentUses : -1;
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ushort id = ItemDatabase.Instance != null ? ItemDatabase.Instance.GetId(item) : (ushort)0;
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if (id == 0)
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if (fromContainer == SlotContainer.Chest)
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{
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Debug.LogError($"[Chest] '{item.ItemName}' is not in the ItemDatabase — cannot store. Run Rebuild Item Database.", this);
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if (!TryGetSlot(index, out ItemData item, out int quantity, out _)) return;
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if (!inv.CanFit(item, quantity))
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{
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Debug.LogWarning($"[Chest] Inventaire plein — impossible de retirer '{item.ItemName}'.", this);
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return;
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}
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QuickWithdrawServerRpc(index);
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return;
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}
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if (chestSlot >= 0 && chestSlot < slotViews.Count)
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SlotContent content = inv.ReadSlot(index);
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if (content.IsEmpty) return;
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ushort id = ItemDatabase.Instance != null ? ItemDatabase.Instance.GetId(content.Item) : (ushort)0;
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if (id == 0)
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{
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ChestSlotView target = slotViews[chestSlot];
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if (target.rawId != 0)
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{
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ItemData targetItem = ItemDatabase.Instance != null ? ItemDatabase.Instance.GetItem(target.rawId) : null;
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bool sameStackable = targetItem == item && item.IsStackable && !item.HasUses;
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if (!sameStackable && targetItem != null && !inv.CanFit(targetItem, target.quantity))
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{
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Debug.LogWarning($"[Chest] Inventaire plein — impossible d'échanger avec '{targetItem.ItemName}'.", this);
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return;
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}
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}
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Debug.LogError($"[Chest] '{content.Item.ItemName}' is not in the ItemDatabase — cannot store. Run Rebuild Item Database.", this);
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return;
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}
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inv.RemoveItem(inventoryIndex, quantity);
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RequestDepositServerRpc(chestSlot, id, quantity, uses);
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inv.WriteSlot(index, SlotContent.Empty);
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QuickDepositServerRpc(id, content.Quantity, content.Uses, index);
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}
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/// <summary>
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/// Deposits every non-empty inventory slot into the chest, auto-placing each. Safe: the server
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/// refunds anything that does not fit back to the same player.
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/// Stores every inventory stack in the chest, auto-placing each. Safe: the server refunds whatever
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/// does not fit back to the slot it came from.
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/// </summary>
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public void RequestDepositAll()
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{
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@@ -251,50 +294,18 @@ namespace Ashwild.Storage
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if (inv == null) return;
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for (int i = 0; i < inv.InventorySize; i++)
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{
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InventorySlot slot = inv.GetSlot(i);
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if (slot == null || slot.IsEmpty) continue;
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RequestDepositToSlot(i, -1);
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}
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RequestQuickTransfer(SlotContainer.Inventory, i);
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}
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/// <summary>
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/// Withdraws a chest slot's whole stack into the inventory, after a local CanFit pre-check so a
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/// full inventory leaves the items in the chest instead of losing them.
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/// </summary>
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public void RequestWithdraw(int chestSlot)
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{
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PlayerInventory inv = PlayerInventory.Instance;
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if (inv == null) return;
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if (!TryGetSlot(chestSlot, out ItemData item, out int quantity, out _)) return;
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if (!inv.CanFit(item, quantity))
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{
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Debug.LogWarning($"[Chest] Inventaire plein — impossible de retirer '{item.ItemName}'.", this);
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return;
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}
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RequestWithdrawServerRpc(chestSlot, quantity);
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}
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/// <summary>
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/// Withdraws every non-empty chest slot into the inventory. Each slot is CanFit-checked as it
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/// goes. Because the grants come back asynchronously, the checks do not yet account for items
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/// still in flight, so a chest larger than the free inventory space may leave some items behind.
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/// Takes every chest stack into the inventory. Each slot is CanFit-checked as it goes; because the
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/// grants come back asynchronously the checks do not account for items still in flight, so a chest
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/// larger than the free inventory space may leave some items behind.
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/// </summary>
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public void RequestWithdrawAll()
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{
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for (int i = 0; i < slotViews.Count; i++)
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if (slotViews[i].rawId != 0)
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RequestWithdraw(i);
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}
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/// <summary>
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/// Moves/merges one chest slot into another (a drag within the chest grid).
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/// </summary>
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public void RequestMoveWithin(int fromSlot, int toSlot)
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{
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RequestMoveWithinServerRpc(fromSlot, toSlot);
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RequestQuickTransfer(SlotContainer.Chest, i);
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}
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#endregion
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@@ -302,110 +313,80 @@ namespace Ashwild.Storage
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#region Server RPCs
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/// <summary>
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/// Server-side deposit. Places the incoming stack in the requested slot — filling an empty
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/// slot, merging into a matching stack, or swapping with a different item (the displaced stack
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/// is granted back to the player) — and refunds any leftover. A negative slot auto-places.
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/// Server-side chest-to-chest move: both slots are ours, so the shared rules run straight on the
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/// authoritative model.
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/// </summary>
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[ServerRpc(RequireOwnership = false)]
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private void RequestDepositServerRpc(int chestSlot, ushort id, int quantity, int uses, NetworkConnection conn = null)
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private void MoveWithinServerRpc(int fromIndex, int toIndex)
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{
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ItemData item = ItemDatabase.Instance != null ? ItemDatabase.Instance.GetItem(id) : null;
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if (item == null || quantity <= 0) return;
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if (fromIndex < 0 || fromIndex >= slots.Length) return;
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if (toIndex < 0 || toIndex >= slots.Length) return;
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if (chestSlot < 0 || chestSlot >= slots.Length)
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SlotContent from = ReadServerSlot(fromIndex);
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SlotContent to = ReadServerSlot(toIndex);
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if (!SlotTransfer.Move(ref from, ref to)) return;
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WriteServerSlot(fromIndex, from);
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WriteServerSlot(toIndex, to);
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}
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/// <summary>
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/// Server-side inventory↔chest move, both directions. The player's slot arrives as a payload (empty
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/// when they dragged onto an empty cell); the same rules that drive an inventory-to-inventory drag
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/// decide between move, merge and swap, then whatever ends up on the player's side is granted back
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/// into the exact slot they used. An out-of-range chest index refunds the payload rather than
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/// swallowing it.
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/// </summary>
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[ServerRpc(RequireOwnership = false)]
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private void MoveCrossServerRpc(int chestIndex, int inventoryIndex, bool chestIsSource, ushort id, int quantity, int uses, NetworkConnection conn = null)
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{
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ItemData payloadItem = id != 0 && ItemDatabase.Instance != null ? ItemDatabase.Instance.GetItem(id) : null;
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SlotContent playerContent = SlotContent.Of(payloadItem, quantity, uses);
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if (chestIndex < 0 || chestIndex >= slots.Length)
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{
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ServerDepositAuto(item, quantity, uses, conn);
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GrantBack(conn, playerContent, inventoryIndex);
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return;
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}
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InventorySlot target = slots[chestSlot];
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SlotContent chestContent = ReadServerSlot(chestIndex);
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if (target.IsEmpty)
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{
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int place = PlaceableCount(item, quantity);
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target.Set(item, place, uses);
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WriteView(chestSlot);
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GrantBack(conn, item, quantity - place, uses);
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}
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else if (!item.HasUses && target.ItemData == item && target.CanAccept(item))
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{
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int leftover = target.AddQuantity(quantity);
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WriteView(chestSlot);
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GrantBack(conn, item, leftover, uses);
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}
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else
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{
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ItemData displaced = target.ItemData;
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int displacedQty = target.Quantity;
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int displacedUses = displaced != null && displaced.HasUses ? target.CurrentUses : -1;
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if (chestIsSource) SlotTransfer.Move(ref chestContent, ref playerContent);
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else SlotTransfer.Move(ref playerContent, ref chestContent);
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int place = PlaceableCount(item, quantity);
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target.Set(item, place, uses);
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WriteView(chestSlot);
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GrantBack(conn, item, quantity - place, uses);
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GrantBack(conn, displaced, displacedQty, displacedUses);
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}
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WriteServerSlot(chestIndex, chestContent);
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GrantBack(conn, playerContent, inventoryIndex);
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}
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/// <summary>
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/// Server-side withdraw. Removes the whole stack from the chest slot and grants it to the
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/// requesting player.
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/// Server-side quick deposit: auto-places the incoming stack and refunds any leftover to the slot
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/// it was taken from.
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/// </summary>
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[ServerRpc(RequireOwnership = false)]
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private void RequestWithdrawServerRpc(int chestSlot, int quantity, NetworkConnection conn = null)
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private void QuickDepositServerRpc(ushort id, int quantity, int uses, int originIndex, NetworkConnection conn = null)
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{
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if (chestSlot < 0 || chestSlot >= slots.Length) return;
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ItemData item = ItemDatabase.Instance != null ? ItemDatabase.Instance.GetItem(id) : null;
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SlotContent incoming = SlotContent.Of(item, quantity, uses);
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if (incoming.IsEmpty) return;
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InventorySlot s = slots[chestSlot];
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if (s.IsEmpty || quantity <= 0) return;
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ItemData item = s.ItemData;
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int take = Mathf.Min(quantity, s.Quantity);
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int uses = item.HasUses ? s.CurrentUses : -1;
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s.RemoveQuantity(take);
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WriteView(chestSlot);
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GrantBack(conn, item, take, uses);
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AutoPlace(ref incoming);
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GrantBack(conn, incoming, originIndex);
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}
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/// <summary>
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/// Server-side move within the chest: merges into a matching stack, otherwise swaps the two
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/// slots (uses preserved). Never touches any inventory.
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/// Server-side quick withdraw: empties the chest slot and lets the player's inventory auto-place it.
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/// </summary>
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[ServerRpc(RequireOwnership = false)]
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private void RequestMoveWithinServerRpc(int fromSlot, int toSlot, NetworkConnection conn = null)
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private void QuickWithdrawServerRpc(int chestIndex, NetworkConnection conn = null)
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{
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if (fromSlot < 0 || fromSlot >= slots.Length) return;
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if (toSlot < 0 || toSlot >= slots.Length) return;
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if (fromSlot == toSlot) return;
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if (chestIndex < 0 || chestIndex >= slots.Length) return;
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InventorySlot a = slots[fromSlot];
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if (a.IsEmpty) return;
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InventorySlot b = slots[toSlot];
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SlotContent content = ReadServerSlot(chestIndex);
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if (content.IsEmpty) return;
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if (!b.IsEmpty && !a.ItemData.HasUses && b.ItemData == a.ItemData && b.CanAccept(a.ItemData))
|
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{
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int leftover = b.AddQuantity(a.Quantity);
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if (leftover <= 0) a.Clear();
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else a.Set(a.ItemData, leftover);
|
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}
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else
|
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{
|
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ItemData ai = a.ItemData;
|
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int aq = a.Quantity;
|
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int au = ai != null && ai.HasUses ? a.CurrentUses : -1;
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ItemData bi = b.ItemData;
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int bq = b.Quantity;
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int bu = bi != null && bi.HasUses ? b.CurrentUses : -1;
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if (bi == null) a.Clear(); else a.Set(bi, bq, bu);
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if (ai == null) b.Clear(); else b.Set(ai, aq, au);
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}
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WriteView(fromSlot);
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WriteView(toSlot);
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WriteServerSlot(chestIndex, SlotContent.Empty);
|
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GrantBack(conn, content, -1);
|
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}
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||||
|
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#endregion
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@@ -413,84 +394,73 @@ namespace Ashwild.Storage
|
||||
#region Server Helpers
|
||||
|
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/// <summary>
|
||||
/// Auto-places an incoming stack: merges into matching non-full slots first, then fills empty
|
||||
/// slots (one instance per slot for uses-tracked items), and refunds any leftover.
|
||||
/// Auto-places a stack into the chest through the shared rule: merge into matching stacks first,
|
||||
/// then fill empty slots. Never swaps — the player picked no destination. Whatever does not fit is
|
||||
/// left in <paramref name="incoming"/> for the caller to refund.
|
||||
/// </summary>
|
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private void ServerDepositAuto(ItemData item, int quantity, int uses, NetworkConnection conn)
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private void AutoPlace(ref SlotContent incoming)
|
||||
{
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int remaining = quantity;
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for (int i = 0; i < slots.Length && !incoming.IsEmpty; i++)
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if (!slots[i].IsEmpty) StackIntoSlot(i, ref incoming);
|
||||
|
||||
if (!item.HasUses)
|
||||
{
|
||||
for (int i = 0; i < slots.Length && remaining > 0; i++)
|
||||
{
|
||||
if (!slots[i].IsEmpty && slots[i].ItemData == item && slots[i].CanAccept(item))
|
||||
{
|
||||
remaining = slots[i].AddQuantity(remaining);
|
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WriteView(i);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < slots.Length && remaining > 0; i++)
|
||||
{
|
||||
if (!slots[i].IsEmpty) continue;
|
||||
|
||||
if (item.HasUses)
|
||||
{
|
||||
slots[i].Set(item, 1, uses);
|
||||
remaining -= 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
int place = item.IsStackable ? Mathf.Min(remaining, item.MaxStackSize) : 1;
|
||||
slots[i].Set(item, place);
|
||||
remaining -= place;
|
||||
}
|
||||
WriteView(i);
|
||||
}
|
||||
|
||||
GrantBack(conn, item, remaining, uses);
|
||||
for (int i = 0; i < slots.Length && !incoming.IsEmpty; i++)
|
||||
if (slots[i].IsEmpty) StackIntoSlot(i, ref incoming);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// How many units of an item can sit in a single fresh slot: one for uses-tracked or
|
||||
/// non-stackable items, otherwise up to the max stack size.
|
||||
/// Pushes as much of the incoming stack as one chest slot accepts, writing it back when it changed.
|
||||
/// </summary>
|
||||
private int PlaceableCount(ItemData item, int quantity)
|
||||
private void StackIntoSlot(int index, ref SlotContent incoming)
|
||||
{
|
||||
int cap = item.HasUses ? 1 : (item.IsStackable ? item.MaxStackSize : 1);
|
||||
return Mathf.Min(quantity, cap);
|
||||
SlotContent target = ReadServerSlot(index);
|
||||
if (!SlotTransfer.TryStack(ref incoming, ref target)) return;
|
||||
WriteServerSlot(index, target);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Pushes the server model of a slot into its replicated view.
|
||||
/// Reads a chest slot from the authoritative model as a container-agnostic snapshot.
|
||||
/// </summary>
|
||||
private void WriteView(int index)
|
||||
private SlotContent ReadServerSlot(int index)
|
||||
{
|
||||
InventorySlot s = slots[index];
|
||||
ChestSlotView v;
|
||||
if (s.IsEmpty)
|
||||
{
|
||||
v = new ChestSlotView { rawId = 0, quantity = 0, uses = -1 };
|
||||
}
|
||||
else
|
||||
{
|
||||
ushort id = ItemDatabase.Instance != null ? ItemDatabase.Instance.GetId(s.ItemData) : (ushort)0;
|
||||
v = new ChestSlotView { rawId = id, quantity = s.Quantity, uses = s.ItemData.HasUses ? s.CurrentUses : -1 };
|
||||
}
|
||||
slotViews[index] = v;
|
||||
if (s.IsEmpty) return SlotContent.Empty;
|
||||
return SlotContent.Of(s.ItemData, s.Quantity, s.CurrentUses);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Grants an item back to the requesting player's (client-authoritative) inventory. No-op for
|
||||
/// a null item or a non-positive quantity.
|
||||
/// Writes a snapshot into the authoritative model and pushes it into the replicated view in one
|
||||
/// step, so the two can never drift apart. Carries the remaining uses, so a worn tool stored in a
|
||||
/// chest comes back out just as worn.
|
||||
/// </summary>
|
||||
private void GrantBack(NetworkConnection conn, ItemData item, int quantity, int uses)
|
||||
private void WriteServerSlot(int index, SlotContent content)
|
||||
{
|
||||
if (item == null || quantity <= 0) return;
|
||||
InventorySlot s = slots[index];
|
||||
|
||||
if (content.IsEmpty)
|
||||
{
|
||||
s.Clear();
|
||||
slotViews[index] = new ChestSlotView { rawId = 0, quantity = 0, uses = -1 };
|
||||
return;
|
||||
}
|
||||
|
||||
s.Set(content.Item, content.Quantity, content.Uses);
|
||||
|
||||
ushort id = ItemDatabase.Instance != null ? ItemDatabase.Instance.GetId(content.Item) : (ushort)0;
|
||||
slotViews[index] = new ChestSlotView { rawId = id, quantity = content.Quantity, uses = content.Uses };
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Grants a stack to the requesting player's (client-authoritative) inventory. No-op when empty.
|
||||
/// <paramref name="preferredIndex"/> is the slot the player used, so a refund or a swapped-out
|
||||
/// stack returns exactly there instead of auto-filling the first free slot (the hotbar). Negative
|
||||
/// means auto-place. Always flagged as a transfer: taking a stack out of a chest is shuffling
|
||||
/// items between the player's own containers, not a gain, so the HUD must not announce it.
|
||||
/// </summary>
|
||||
private void GrantBack(NetworkConnection conn, SlotContent content, int preferredIndex)
|
||||
{
|
||||
if (content.IsEmpty) return;
|
||||
PlayerInventory inv = ResolveInventory(conn);
|
||||
if (inv != null) inv.GrantItemFromServer(item, quantity, uses);
|
||||
if (inv != null) inv.GrantItemFromServer(content.Item, content.Quantity, content.Uses, preferredIndex, isTransfer: true);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
||||
Reference in New Issue
Block a user