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