Cozy Wather + buld systeme

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2026-07-07 16:43:51 +02:00
parent 031ac42e5d
commit 6b26ae3376
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using System;
using FishNet.Connection;
using FishNet.Object;
using FishNet.Object.Synchronizing;
using UnityEngine;
using Ashwild.Interaction;
using Ashwild.Inventory;
namespace Ashwild.Storage
{
/// <summary>
/// A networked storage chest and the single IInteractable that opens it. Interacting opens the
/// shared <see cref="ChestUI"/> (the player's inventory on the left, this chest on the right); all
/// item moves are requested through server RPCs.
///
/// Multiplayer: the chest is **server-authoritative** so two players browsing the same chest can
/// never clobber or duplicate items. The server owns the rich model (<see cref="InventorySlot"/>[])
/// and replicates a compact per-slot view (<see cref="ChestSlotView"/>: item id + quantity + uses)
/// through a SyncList that every client renders from. The player inventory itself stays
/// client-authoritative: depositing removes the item locally then asks the server to store it
/// (refunded if it no longer fits), and withdrawing has the server grant the item back through
/// <see cref="PlayerInventory.GrantItemFromServer"/> — mirroring the CookingStation pattern.
/// </summary>
[DisallowMultipleComponent]
[RequireComponent(typeof(NetworkObject))]
public class Chest : NetworkBehaviour, IInteractable
{
#region Types
/// <summary>
/// Replicated per-slot view: the stored item's network id (0 = empty), how many, and the
/// remaining uses of a uses-tracked instance (-1 for items without a uses bar). Clients render
/// the slot from this; the authoritative model stays server-side.
/// </summary>
public struct ChestSlotView
{
public ushort rawId;
public int quantity;
public int uses;
}
#endregion
#region Serialized Fields
[Header("Data")]
[Tooltip("Authoring data for this chest: slot count, title and grid width.")]
[SerializeField] private ChestData data;
#endregion
#region Networked State
/// <summary>
/// One view per storage slot, seeded server-side and replicated to every client. The UI reads
/// this on both the server and clients so a host and a pure client render identically.
/// </summary>
private readonly SyncList<ChestSlotView> slotViews = new SyncList<ChestSlotView>();
#endregion
#region Server State
/// <summary>
/// Server-only authoritative contents, parallel to <see cref="slotViews"/>. Null on clients,
/// which never read it — every mutation happens inside a ServerRpc body.
/// </summary>
private InventorySlot[] slots;
#endregion
#region Events
/// <summary>
/// Fired when a slot's replicated view changes so the open <see cref="ChestUI"/> can refresh
/// just that cell. An index of -1 means the whole collection changed (a full refresh).
/// </summary>
public event Action<int> SlotViewChanged;
#endregion
#region Public API
/// <summary>
/// Number of storage slots this chest exposes, taken from its data (falls back to the
/// replicated view count if the data is missing).
/// </summary>
public int SlotCount => data != null ? data.SlotCount : slotViews.Count;
/// <summary>
/// Title shown at the top of the chest window.
/// </summary>
public string DisplayName => data != null ? data.DisplayName : "Coffre";
#endregion
#region Unity Lifecycle
/// <summary>
/// Warns early when the chest has no data, so a misconfigured prefab is obvious in the console.
/// </summary>
private void Awake()
{
if (data == null)
Debug.LogError($"[Chest] '{name}' has no ChestData assigned — the chest will have no slots.", this);
}
#endregion
#region Network Lifecycle
/// <summary>
/// Subscribes to the replicated state so the open window follows it on every machine.
/// </summary>
public override void OnStartNetwork()
{
base.OnStartNetwork();
slotViews.OnChange += OnSlotViewChanged;
}
/// <summary>
/// Server-side: builds the authoritative slot model and seeds one empty view per slot so
/// clients receive a correctly sized collection.
/// </summary>
public override void OnStartServer()
{
base.OnStartServer();
int count = data != null ? data.SlotCount : 0;
slots = new InventorySlot[count];
for (int i = 0; i < count; i++) slots[i] = new InventorySlot();
slotViews.Clear();
for (int i = 0; i < count; i++)
slotViews.Add(new ChestSlotView { rawId = 0, quantity = 0, uses = -1 });
}
/// <summary>
/// Unsubscribes — mirrors OnStartNetwork exactly.
/// </summary>
public override void OnStopNetwork()
{
base.OnStopNetwork();
slotViews.OnChange -= OnSlotViewChanged;
}
#endregion
#region IInteractable
/// <summary>
/// Prompt shown while aiming at the chest.
/// </summary>
public string InteractionPrompt => $"Ouvrir {DisplayName}";
/// <summary>
/// Opens the shared chest window bound to this chest. Runs on the interacting client only.
/// </summary>
public void Interact()
{
if (ChestUI.Instance == null)
{
Debug.LogError("[Chest] No ChestUI found in the scene — cannot open the chest.", this);
return;
}
ChestUI.Instance.Open(this);
}
#endregion
#region View Access
/// <summary>
/// Resolves a slot's stored item from the replicated view. Returns false for an empty slot or
/// an unknown id. Safe on server and clients (both read the replicated view).
/// </summary>
public bool TryGetSlot(int index, out ItemData item, out int quantity, out int uses)
{
item = null;
quantity = 0;
uses = -1;
if (index < 0 || index >= slotViews.Count) return false;
ChestSlotView v = slotViews[index];
if (v.rawId == 0) return false;
item = ItemDatabase.Instance != null ? ItemDatabase.Instance.GetItem(v.rawId) : null;
if (item == null) return false;
quantity = v.quantity;
uses = v.uses;
return true;
}
#endregion
#region Client Requests
/// <summary>
/// Deposits the whole stack in the given inventory slot into a specific chest slot. When the
/// target chest slot holds a different item this becomes a swap, so it first checks the
/// displaced stack still fits in the inventory (server refunds anything the target can't hold).
/// Pass a negative chest slot to let the server auto-place into the first fitting slot.
/// </summary>
public void RequestDepositToSlot(int inventoryIndex, int chestSlot)
{
PlayerInventory inv = PlayerInventory.Instance;
if (inv == null) return;
InventorySlot slot = inv.GetSlot(inventoryIndex);
if (slot == null || slot.IsEmpty) return;
ItemData item = slot.ItemData;
int quantity = slot.Quantity;
int uses = item.HasUses ? slot.CurrentUses : -1;
ushort id = ItemDatabase.Instance != null ? ItemDatabase.Instance.GetId(item) : (ushort)0;
if (id == 0)
{
Debug.LogError($"[Chest] '{item.ItemName}' is not in the ItemDatabase — cannot store. Run Rebuild Item Database.", this);
return;
}
if (chestSlot >= 0 && chestSlot < slotViews.Count)
{
ChestSlotView target = slotViews[chestSlot];
if (target.rawId != 0)
{
ItemData targetItem = ItemDatabase.Instance != null ? ItemDatabase.Instance.GetItem(target.rawId) : null;
bool sameStackable = targetItem == item && item.IsStackable && !item.HasUses;
if (!sameStackable && targetItem != null && !inv.CanFit(targetItem, target.quantity))
{
Debug.LogWarning($"[Chest] Inventaire plein — impossible d'échanger avec '{targetItem.ItemName}'.", this);
return;
}
}
}
inv.RemoveItem(inventoryIndex, quantity);
RequestDepositServerRpc(chestSlot, id, quantity, uses);
}
/// <summary>
/// Deposits every non-empty inventory slot into the chest, auto-placing each. Safe: the server
/// refunds anything that does not fit back to the same player.
/// </summary>
public void RequestDepositAll()
{
PlayerInventory inv = PlayerInventory.Instance;
if (inv == null) return;
for (int i = 0; i < inv.InventorySize; i++)
{
InventorySlot slot = inv.GetSlot(i);
if (slot == null || slot.IsEmpty) continue;
RequestDepositToSlot(i, -1);
}
}
/// <summary>
/// Withdraws a chest slot's whole stack into the inventory, after a local CanFit pre-check so a
/// full inventory leaves the items in the chest instead of losing them.
/// </summary>
public void RequestWithdraw(int chestSlot)
{
PlayerInventory inv = PlayerInventory.Instance;
if (inv == null) return;
if (!TryGetSlot(chestSlot, out ItemData item, out int quantity, out _)) return;
if (!inv.CanFit(item, quantity))
{
Debug.LogWarning($"[Chest] Inventaire plein — impossible de retirer '{item.ItemName}'.", this);
return;
}
RequestWithdrawServerRpc(chestSlot, quantity);
}
/// <summary>
/// Withdraws every non-empty chest slot into the inventory. Each slot is CanFit-checked as it
/// goes. Because the grants come back asynchronously, the checks do not yet account for items
/// still in flight, so a chest larger than the free inventory space may leave some items behind.
/// </summary>
public void RequestWithdrawAll()
{
for (int i = 0; i < slotViews.Count; i++)
if (slotViews[i].rawId != 0)
RequestWithdraw(i);
}
/// <summary>
/// Moves/merges one chest slot into another (a drag within the chest grid).
/// </summary>
public void RequestMoveWithin(int fromSlot, int toSlot)
{
RequestMoveWithinServerRpc(fromSlot, toSlot);
}
#endregion
#region Server RPCs
/// <summary>
/// Server-side deposit. Places the incoming stack in the requested slot — filling an empty
/// slot, merging into a matching stack, or swapping with a different item (the displaced stack
/// is granted back to the player) — and refunds any leftover. A negative slot auto-places.
/// </summary>
[ServerRpc(RequireOwnership = false)]
private void RequestDepositServerRpc(int chestSlot, ushort id, int quantity, int uses, NetworkConnection conn = null)
{
ItemData item = ItemDatabase.Instance != null ? ItemDatabase.Instance.GetItem(id) : null;
if (item == null || quantity <= 0) return;
if (chestSlot < 0 || chestSlot >= slots.Length)
{
ServerDepositAuto(item, quantity, uses, conn);
return;
}
InventorySlot target = slots[chestSlot];
if (target.IsEmpty)
{
int place = PlaceableCount(item, quantity);
target.Set(item, place, uses);
WriteView(chestSlot);
GrantBack(conn, item, quantity - place, uses);
}
else if (!item.HasUses && target.ItemData == item && target.CanAccept(item))
{
int leftover = target.AddQuantity(quantity);
WriteView(chestSlot);
GrantBack(conn, item, leftover, uses);
}
else
{
ItemData displaced = target.ItemData;
int displacedQty = target.Quantity;
int displacedUses = displaced != null && displaced.HasUses ? target.CurrentUses : -1;
int place = PlaceableCount(item, quantity);
target.Set(item, place, uses);
WriteView(chestSlot);
GrantBack(conn, item, quantity - place, uses);
GrantBack(conn, displaced, displacedQty, displacedUses);
}
}
/// <summary>
/// Server-side withdraw. Removes the whole stack from the chest slot and grants it to the
/// requesting player.
/// </summary>
[ServerRpc(RequireOwnership = false)]
private void RequestWithdrawServerRpc(int chestSlot, int quantity, NetworkConnection conn = null)
{
if (chestSlot < 0 || chestSlot >= slots.Length) return;
InventorySlot s = slots[chestSlot];
if (s.IsEmpty || quantity <= 0) return;
ItemData item = s.ItemData;
int take = Mathf.Min(quantity, s.Quantity);
int uses = item.HasUses ? s.CurrentUses : -1;
s.RemoveQuantity(take);
WriteView(chestSlot);
GrantBack(conn, item, take, uses);
}
/// <summary>
/// Server-side move within the chest: merges into a matching stack, otherwise swaps the two
/// slots (uses preserved). Never touches any inventory.
/// </summary>
[ServerRpc(RequireOwnership = false)]
private void RequestMoveWithinServerRpc(int fromSlot, int toSlot, NetworkConnection conn = null)
{
if (fromSlot < 0 || fromSlot >= slots.Length) return;
if (toSlot < 0 || toSlot >= slots.Length) return;
if (fromSlot == toSlot) return;
InventorySlot a = slots[fromSlot];
if (a.IsEmpty) return;
InventorySlot b = slots[toSlot];
if (!b.IsEmpty && !a.ItemData.HasUses && b.ItemData == a.ItemData && b.CanAccept(a.ItemData))
{
int leftover = b.AddQuantity(a.Quantity);
if (leftover <= 0) a.Clear();
else a.Set(a.ItemData, leftover);
}
else
{
ItemData ai = a.ItemData;
int aq = a.Quantity;
int au = ai != null && ai.HasUses ? a.CurrentUses : -1;
ItemData bi = b.ItemData;
int bq = b.Quantity;
int bu = bi != null && bi.HasUses ? b.CurrentUses : -1;
if (bi == null) a.Clear(); else a.Set(bi, bq, bu);
if (ai == null) b.Clear(); else b.Set(ai, aq, au);
}
WriteView(fromSlot);
WriteView(toSlot);
}
#endregion
#region Server Helpers
/// <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.
/// </summary>
private void ServerDepositAuto(ItemData item, int quantity, int uses, NetworkConnection conn)
{
int remaining = quantity;
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);
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);
}
/// <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.
/// </summary>
private int PlaceableCount(ItemData item, int quantity)
{
int cap = item.HasUses ? 1 : (item.IsStackable ? item.MaxStackSize : 1);
return Mathf.Min(quantity, cap);
}
/// <summary>
/// Pushes the server model of a slot into its replicated view.
/// </summary>
private void WriteView(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;
}
/// <summary>
/// Grants an item back to the requesting player's (client-authoritative) inventory. No-op for
/// a null item or a non-positive quantity.
/// </summary>
private void GrantBack(NetworkConnection conn, ItemData item, int quantity, int uses)
{
if (item == null || quantity <= 0) return;
PlayerInventory inv = ResolveInventory(conn);
if (inv != null) inv.GrantItemFromServer(item, quantity, uses);
}
/// <summary>
/// Returns the PlayerInventory on the player object owned by the given connection.
/// </summary>
private PlayerInventory ResolveInventory(NetworkConnection conn)
{
NetworkObject playerObject = conn != null ? conn.FirstObject : null;
return playerObject != null ? playerObject.GetComponent<PlayerInventory>() : null;
}
#endregion
#region Replication Handlers
/// <summary>
/// Forwards a replicated slot change to the open window: a single index for point edits, or -1
/// when the whole collection is (re)seeded on join.
/// </summary>
private void OnSlotViewChanged(SyncListOperation op, int index, ChestSlotView oldItem, ChestSlotView newItem, bool asServer)
{
switch (op)
{
case SyncListOperation.Add:
case SyncListOperation.Insert:
case SyncListOperation.Set:
case SyncListOperation.RemoveAt:
SlotViewChanged?.Invoke(index);
break;
case SyncListOperation.Clear:
case SyncListOperation.Complete:
SlotViewChanged?.Invoke(-1);
break;
}
}
#endregion
}
}