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

@@ -5,8 +5,6 @@ using System.Threading.Tasks;
using Content.Server.Construction.Components;
using Content.Server.DoAfter;
using Content.Server.Hands.Components;
using Content.Server.Inventory.Components;
using Content.Server.Items;
using Content.Server.Storage.Components;
using Content.Shared.ActionBlocker;
using Content.Shared.Construction;
@@ -14,6 +12,8 @@ using Content.Shared.Construction.Prototypes;
using Content.Shared.Construction.Steps;
using Content.Shared.Coordinates;
using Content.Shared.Interaction.Helpers;
using Content.Shared.Inventory;
using Content.Shared.Item;
using Content.Shared.Popups;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;
@@ -28,6 +28,8 @@ namespace Content.Server.Construction
public partial class ConstructionSystem
{
[Dependency] private readonly InventorySystem _inventorySystem = default!;
// --- WARNING! LEGACY CODE AHEAD! ---
// This entire file contains the legacy code for initial construction.
// This is bound to be replaced by a better alternative (probably using dummy entities)
@@ -61,11 +63,12 @@ namespace Content.Server.Construction
}
}
if (EntityManager.TryGetComponent(user!, out InventoryComponent? inventory))
if (_inventorySystem.TryGetContainerSlotEnumerator(user, out var containerSlotEnumerator))
{
foreach (var held in inventory.GetAllHeldItems())
while (containerSlotEnumerator.MoveNext(out var containerSlot))
{
if (EntityManager.TryGetComponent(held, out ServerStorageComponent? storage))
if(!containerSlot.ContainedEntity.HasValue) continue;
if (EntityManager.TryGetComponent(containerSlot.ContainedEntity.Value, out ServerStorageComponent? storage))
{
foreach (var storedEntity in storage.StoredEntities!)
{
@@ -73,7 +76,7 @@ namespace Content.Server.Construction
}
}
yield return held;
yield return containerSlot.ContainedEntity.Value;
}
}
@@ -330,7 +333,7 @@ namespace Content.Server.Construction
}
if (await Construct(user, "item_construction", constructionGraph, edge, targetNode) is {Valid: true} item &&
EntityManager.TryGetComponent(item, out ItemComponent? itemComp))
EntityManager.TryGetComponent(item, out SharedItemComponent? itemComp))
hands.PutInHandOrDrop(itemComp);
}