get that crap outta here (completely rewrites inventorysystem) (#5807)
* some work * equip: done unequip: todo * unequipping done & refactored events * workin * movin * reee namespaces * stun * mobstate * fixes * some work on events * removes serverside itemcomp & misc fixes * work * smol merge fix * ports template to prototype & finishes ui * moves relay & adds containerenumerator * actions & cuffs * my god what is actioncode * more fixes * im loosing my grasp on reality * more fixes * more work * explosions * yes * more work * more fixes * merge master & misc fixed because i forgot to commit before merging master * more fixes * fixes * moar * more work * moar fixes * suffixmap * more work on client * motivation low * no. no containers * mirroring client to server * fixes * move serverinvcomp * serverinventorycomponent is dead * gaming * only strippable & ai left... * only ai and richtext left * fixes ai * fixes * fixes sprite layers * more fixes * resolves optional * yes * stable™️ * fixes * moar fixes * moar * fix some tests * lmao * no comment * good to merge™️ * fixes build but for real * adresses some reviews * adresses some more reviews * nullables, yo * fixes lobbyscreen * timid refactor to differentiate actor & target * adresses more reviews * more * my god what a mess * removed the rest of duplicates * removed duplicate slotflags and renamed shoes to feet * removes another unused one * yes * fixes lobby & makes tryunequip return unequipped item * fixes * some funny renames * fixes * misc improvements to attemptevents * fixes * merge fixes Co-authored-by: Paul Ritter <ritter.paul1@gmail.com>
This commit is contained in:
@@ -27,7 +27,7 @@ namespace Content.Server.AI.Utility.ExpandableActions.Clothing.Gloves
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return new []
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{
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considerationsManager.Get<ClothingInSlotCon>().Slot(EquipmentSlotDefines.Slots.GLOVES, context)
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considerationsManager.Get<ClothingInSlotCon>().Slot("gloves", context)
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.InverseBoolCurve(context),
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};
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}
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@@ -39,7 +39,7 @@ namespace Content.Server.AI.Utility.ExpandableActions.Clothing.Gloves
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foreach (var entity in context.GetState<EnumerableInventoryState>().GetValue())
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{
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if (IoCManager.Resolve<IEntityManager>().TryGetComponent(entity, out ClothingComponent? clothing) &&
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(clothing.SlotFlags & EquipmentSlotDefines.SlotFlags.GLOVES) != 0)
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(clothing.SlotFlags & SlotFlags.GLOVES) != 0)
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{
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yield return new EquipGloves {Owner = owner, Target = entity, Bonus = Bonus};
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}
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@@ -23,9 +23,9 @@ namespace Content.Server.AI.Utility.ExpandableActions.Clothing.Gloves
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var considerationsManager = IoCManager.Resolve<ConsiderationsManager>();
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return new[]
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{
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considerationsManager.Get<ClothingInSlotCon>().Slot(EquipmentSlotDefines.Slots.GLOVES, context)
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considerationsManager.Get<ClothingInSlotCon>().Slot("gloves", context)
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.InverseBoolCurve(context),
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considerationsManager.Get<ClothingInInventoryCon>().Slot(EquipmentSlotDefines.SlotFlags.GLOVES, context)
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considerationsManager.Get<ClothingInInventoryCon>().Slot(SlotFlags.GLOVES, context)
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.InverseBoolCurve(context),
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};
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}
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@@ -37,7 +37,7 @@ namespace Content.Server.AI.Utility.ExpandableActions.Clothing.Gloves
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foreach (var entity in context.GetState<NearbyClothingState>().GetValue())
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{
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if (IoCManager.Resolve<IEntityManager>().TryGetComponent(entity, out ClothingComponent? clothing) &&
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(clothing.SlotFlags & EquipmentSlotDefines.SlotFlags.GLOVES) != 0)
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(clothing.SlotFlags & SlotFlags.GLOVES) != 0)
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{
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yield return new PickUpGloves {Owner = owner, Target = entity, Bonus = Bonus};
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}
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@@ -26,7 +26,7 @@ namespace Content.Server.AI.Utility.ExpandableActions.Clothing.Head
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var considerationsManager = IoCManager.Resolve<ConsiderationsManager>();
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return new[] {
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considerationsManager.Get<ClothingInSlotCon>().Slot(EquipmentSlotDefines.Slots.HEAD, context)
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considerationsManager.Get<ClothingInSlotCon>().Slot("head", context)
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.InverseBoolCurve(context),
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};
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}
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@@ -38,7 +38,7 @@ namespace Content.Server.AI.Utility.ExpandableActions.Clothing.Head
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foreach (var entity in context.GetState<EnumerableInventoryState>().GetValue())
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{
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if (IoCManager.Resolve<IEntityManager>().TryGetComponent(entity, out ClothingComponent? clothing) &&
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(clothing.SlotFlags & EquipmentSlotDefines.SlotFlags.HEAD) != 0)
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(clothing.SlotFlags & SlotFlags.HEAD) != 0)
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{
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yield return new EquipHead {Owner = owner, Target = entity, Bonus = Bonus};
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}
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@@ -23,9 +23,9 @@ namespace Content.Server.AI.Utility.ExpandableActions.Clothing.Head
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var considerationsManager = IoCManager.Resolve<ConsiderationsManager>();
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return new[]
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{
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considerationsManager.Get<ClothingInSlotCon>().Slot(EquipmentSlotDefines.Slots.HEAD, context)
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considerationsManager.Get<ClothingInSlotCon>().Slot("head", context)
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.InverseBoolCurve(context),
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considerationsManager.Get<ClothingInInventoryCon>().Slot(EquipmentSlotDefines.SlotFlags.HEAD, context)
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considerationsManager.Get<ClothingInInventoryCon>().Slot(SlotFlags.HEAD, context)
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.InverseBoolCurve(context)
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};
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}
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@@ -37,7 +37,7 @@ namespace Content.Server.AI.Utility.ExpandableActions.Clothing.Head
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foreach (var entity in context.GetState<NearbyClothingState>().GetValue())
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{
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if (IoCManager.Resolve<IEntityManager>().TryGetComponent(entity, out ClothingComponent? clothing) &&
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(clothing.SlotFlags & EquipmentSlotDefines.SlotFlags.HEAD) != 0)
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(clothing.SlotFlags & SlotFlags.HEAD) != 0)
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{
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yield return new PickUpHead {Owner = owner, Target = entity, Bonus = Bonus};
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}
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@@ -27,7 +27,7 @@ namespace Content.Server.AI.Utility.ExpandableActions.Clothing.OuterClothing
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return new[]
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{
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considerationsManager.Get<ClothingInSlotCon>().Slot(EquipmentSlotDefines.Slots.OUTERCLOTHING, context)
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considerationsManager.Get<ClothingInSlotCon>().Slot("outerClothing", context)
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.InverseBoolCurve(context),
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};
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}
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@@ -39,7 +39,7 @@ namespace Content.Server.AI.Utility.ExpandableActions.Clothing.OuterClothing
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foreach (var entity in context.GetState<EnumerableInventoryState>().GetValue())
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{
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if (IoCManager.Resolve<IEntityManager>().TryGetComponent(entity, out ClothingComponent? clothing) &&
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(clothing.SlotFlags & EquipmentSlotDefines.SlotFlags.OUTERCLOTHING) != 0)
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(clothing.SlotFlags & SlotFlags.OUTERCLOTHING) != 0)
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{
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yield return new EquipOuterClothing {Owner = owner, Target = entity, Bonus = Bonus};
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}
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@@ -24,9 +24,9 @@ namespace Content.Server.AI.Utility.ExpandableActions.Clothing.OuterClothing
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return new[]
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{
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considerationsManager.Get<ClothingInSlotCon>().Slot(EquipmentSlotDefines.Slots.OUTERCLOTHING, context)
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considerationsManager.Get<ClothingInSlotCon>().Slot("outerClothing", context)
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.InverseBoolCurve(context),
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considerationsManager.Get<ClothingInInventoryCon>().Slot(EquipmentSlotDefines.SlotFlags.OUTERCLOTHING, context)
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considerationsManager.Get<ClothingInInventoryCon>().Slot(SlotFlags.OUTERCLOTHING, context)
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.InverseBoolCurve(context)
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};
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}
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@@ -38,7 +38,7 @@ namespace Content.Server.AI.Utility.ExpandableActions.Clothing.OuterClothing
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foreach (var entity in context.GetState<NearbyClothingState>().GetValue())
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{
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if (IoCManager.Resolve<IEntityManager>().TryGetComponent(entity, out ClothingComponent? clothing) &&
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(clothing.SlotFlags & EquipmentSlotDefines.SlotFlags.OUTERCLOTHING) != 0)
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(clothing.SlotFlags & SlotFlags.OUTERCLOTHING) != 0)
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{
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yield return new PickUpOuterClothing {Owner = owner, Target = entity, Bonus = Bonus};
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}
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@@ -27,7 +27,7 @@ namespace Content.Server.AI.Utility.ExpandableActions.Clothing.Shoes
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return new[]
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{
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considerationsManager.Get<ClothingInSlotCon>().Slot(EquipmentSlotDefines.Slots.SHOES, context)
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considerationsManager.Get<ClothingInSlotCon>().Slot("shoes", context)
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.InverseBoolCurve(context),
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};
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}
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@@ -39,7 +39,7 @@ namespace Content.Server.AI.Utility.ExpandableActions.Clothing.Shoes
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foreach (var entity in context.GetState<EnumerableInventoryState>().GetValue())
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{
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if (IoCManager.Resolve<IEntityManager>().TryGetComponent(entity, out ClothingComponent? clothing) &&
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(clothing.SlotFlags & EquipmentSlotDefines.SlotFlags.SHOES) != 0)
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(clothing.SlotFlags & SlotFlags.FEET) != 0)
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{
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yield return new EquipShoes {Owner = owner, Target = entity, Bonus = Bonus};
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}
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@@ -24,9 +24,9 @@ namespace Content.Server.AI.Utility.ExpandableActions.Clothing.Shoes
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return new[]
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{
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considerationsManager.Get<ClothingInSlotCon>().Slot(EquipmentSlotDefines.Slots.SHOES, context)
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considerationsManager.Get<ClothingInSlotCon>().Slot("shoes", context)
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.InverseBoolCurve(context),
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considerationsManager.Get<ClothingInInventoryCon>().Slot(EquipmentSlotDefines.SlotFlags.SHOES, context)
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considerationsManager.Get<ClothingInInventoryCon>().Slot(SlotFlags.FEET, context)
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.InverseBoolCurve(context)
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};
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}
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@@ -38,7 +38,7 @@ namespace Content.Server.AI.Utility.ExpandableActions.Clothing.Shoes
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foreach (var entity in context.GetState<NearbyClothingState>().GetValue())
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{
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if (IoCManager.Resolve<IEntityManager>().TryGetComponent(entity, out ClothingComponent? clothing) &&
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(clothing.SlotFlags & EquipmentSlotDefines.SlotFlags.SHOES) != 0)
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(clothing.SlotFlags & SlotFlags.FEET) != 0)
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{
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yield return new PickUpShoes {Owner = owner, Target = entity, Bonus = Bonus};
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}
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