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:
Paul Ritter
2021-12-30 22:56:10 +01:00
committed by GitHub
parent 7a5adb47a1
commit 512d6a38c3
199 changed files with 2493 additions and 3300 deletions

View File

@@ -1,13 +1,11 @@
using Content.Shared.Inventory;
namespace Content.Server.AI.WorldState.States.Clothing
{
public sealed class ClothingSlotConState : PlanningStateData<EquipmentSlotDefines.Slots>
public sealed class ClothingSlotConState : PlanningStateData<string>
{
public override string Name => "ClothingSlotCon";
public override void Reset()
{
Value = EquipmentSlotDefines.Slots.NONE;
Value = "";
}
}
}

View File

@@ -2,12 +2,12 @@ using Content.Shared.Inventory;
namespace Content.Server.AI.WorldState.States.Clothing
{
public sealed class ClothingSlotFlagConState : PlanningStateData<EquipmentSlotDefines.SlotFlags>
public sealed class ClothingSlotFlagConState : PlanningStateData<SlotFlags>
{
public override string Name => "ClothingSlotFlagCon";
public override void Reset()
{
Value = EquipmentSlotDefines.SlotFlags.NONE;
Value = SlotFlags.NONE;
}
}
}

View File

@@ -1,34 +1,35 @@
using System.Collections.Generic;
using Content.Server.Inventory.Components;
using Content.Shared.Inventory;
using JetBrains.Annotations;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Prototypes;
using InventoryComponent = Content.Shared.Inventory.InventoryComponent;
namespace Content.Server.AI.WorldState.States.Clothing
{
[UsedImplicitly]
public sealed class EquippedClothingState : StateData<Dictionary<EquipmentSlotDefines.Slots, EntityUid>>
public sealed class EquippedClothingState : StateData<Dictionary<string, EntityUid>>
{
public override string Name => "EquippedClothing";
public override Dictionary<EquipmentSlotDefines.Slots, EntityUid> GetValue()
public override Dictionary<string, EntityUid> GetValue()
{
var result = new Dictionary<EquipmentSlotDefines.Slots, EntityUid>();
var result = new Dictionary<string, EntityUid>();
if (!IoCManager.Resolve<IEntityManager>().TryGetComponent(Owner, out InventoryComponent? inventoryComponent))
var invSystem = EntitySystem.Get<InventorySystem>();
if (!invSystem.TryGetSlots(Owner, out var slotDefinitions))
{
return result;
}
foreach (var slot in EquipmentSlotDefines.AllSlots)
foreach (var slot in slotDefinitions)
{
if (!inventoryComponent.HasSlot(slot)) continue;
var slotItem = inventoryComponent.GetSlotItem(slot);
if (!invSystem.HasSlot(Owner, slot.Name)) continue;
if (slotItem != null)
if (invSystem.TryGetSlotEntity(Owner, slot.Name, out var entityUid))
{
result.Add(slot, slotItem.Owner);
result.Add(slot.Name, entityUid.Value);
}
}