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:
@@ -6,17 +6,12 @@ using Content.Server.Access.Systems;
|
||||
using Content.Server.Ghost;
|
||||
using Content.Server.Ghost.Components;
|
||||
using Content.Server.Hands.Components;
|
||||
using Content.Server.Inventory.Components;
|
||||
using Content.Server.Items;
|
||||
using Content.Server.PDA;
|
||||
using Content.Server.Players;
|
||||
using Content.Server.Roles;
|
||||
using Content.Server.Spawners.Components;
|
||||
using Content.Server.Speech.Components;
|
||||
using Content.Server.Station;
|
||||
using Content.Shared.Access.Components;
|
||||
using Content.Shared.Administration.Logs;
|
||||
using Content.Shared.CharacterAppearance.Systems;
|
||||
using Content.Shared.Database;
|
||||
using Content.Shared.GameTicking;
|
||||
using Content.Shared.Ghost;
|
||||
@@ -33,7 +28,6 @@ using Robust.Shared.Map;
|
||||
using Robust.Shared.Random;
|
||||
using Robust.Shared.Utility;
|
||||
using Robust.Shared.ViewVariables;
|
||||
using static Content.Server.Station.StationSystem;
|
||||
|
||||
namespace Content.Server.GameTicking
|
||||
{
|
||||
@@ -43,6 +37,7 @@ namespace Content.Server.GameTicking
|
||||
private const string ObserverPrototypeName = "MobObserver";
|
||||
|
||||
[Dependency] private readonly IdCardSystem _cardSystem = default!;
|
||||
[Dependency] private readonly InventorySystem _inventorySystem = default!;
|
||||
|
||||
/// <summary>
|
||||
/// Can't yet be removed because every test ever seems to depend on it. I'll make removing this a different PR.
|
||||
@@ -244,15 +239,15 @@ namespace Content.Server.GameTicking
|
||||
#region Equip Helpers
|
||||
public void EquipStartingGear(EntityUid entity, StartingGearPrototype startingGear, HumanoidCharacterProfile? profile)
|
||||
{
|
||||
if (EntityManager.TryGetComponent(entity, out InventoryComponent? inventory))
|
||||
if (_inventorySystem.TryGetSlots(entity, out var slotDefinitions))
|
||||
{
|
||||
foreach (var slot in EquipmentSlotDefines.AllSlots)
|
||||
foreach (var slot in slotDefinitions)
|
||||
{
|
||||
var equipmentStr = startingGear.GetGear(slot, profile);
|
||||
var equipmentStr = startingGear.GetGear(slot.Name, profile);
|
||||
if (!string.IsNullOrEmpty(equipmentStr))
|
||||
{
|
||||
var equipmentEntity = EntityManager.SpawnEntity(equipmentStr, EntityManager.GetComponent<TransformComponent>(entity).Coordinates);
|
||||
inventory.Equip(slot, EntityManager.GetComponent<ItemComponent>(equipmentEntity));
|
||||
_inventorySystem.TryEquip(entity, equipmentEntity, slot.Name, true);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -270,17 +265,10 @@ namespace Content.Server.GameTicking
|
||||
|
||||
public void EquipIdCard(EntityUid entity, string characterName, JobPrototype jobPrototype)
|
||||
{
|
||||
if (!EntityManager.TryGetComponent(entity, out InventoryComponent? inventory))
|
||||
if (!_inventorySystem.TryGetSlotEntity(entity, "id", out var idUid))
|
||||
return;
|
||||
|
||||
if (!inventory.TryGetSlotItem(EquipmentSlotDefines.Slots.IDCARD, out ItemComponent? item))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var itemEntity = item.Owner;
|
||||
|
||||
if (!EntityManager.TryGetComponent(itemEntity, out PDAComponent? pdaComponent) || pdaComponent.ContainedID == null)
|
||||
if (!EntityManager.TryGetComponent(idUid, out PDAComponent? pdaComponent) || pdaComponent.ContainedID == null)
|
||||
return;
|
||||
|
||||
var card = pdaComponent.ContainedID;
|
||||
|
||||
@@ -4,8 +4,6 @@ using System.Linq;
|
||||
using Content.Server.Atmos.EntitySystems;
|
||||
using Content.Server.Chat.Managers;
|
||||
using Content.Server.Hands.Components;
|
||||
using Content.Server.Inventory.Components;
|
||||
using Content.Server.Items;
|
||||
using Content.Server.PDA;
|
||||
using Content.Server.Players;
|
||||
using Content.Server.Spawners.Components;
|
||||
@@ -42,6 +40,7 @@ public class TraitorDeathMatchRuleSystem : GameRuleSystem
|
||||
[Dependency] private readonly IRobustRandom _robustRandom = default!;
|
||||
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
|
||||
[Dependency] private readonly MaxTimeRestartRuleSystem _restarter = default!;
|
||||
[Dependency] private readonly InventorySystem _inventory = default!;
|
||||
|
||||
public override string Prototype => "TraitorDeathMatch";
|
||||
|
||||
@@ -86,13 +85,13 @@ public class TraitorDeathMatchRuleSystem : GameRuleSystem
|
||||
|
||||
// Delete anything that may contain "dangerous" role-specific items.
|
||||
// (This includes the PDA, as everybody gets the captain PDA in this mode for true-all-access reasons.)
|
||||
if (mind.OwnedEntity is {Valid: true} owned && TryComp(owned, out InventoryComponent? inventory))
|
||||
if (mind.OwnedEntity is {Valid: true} owned)
|
||||
{
|
||||
var victimSlots = new[] {EquipmentSlotDefines.Slots.IDCARD, EquipmentSlotDefines.Slots.BELT, EquipmentSlotDefines.Slots.BACKPACK};
|
||||
var victimSlots = new[] {"id", "belt", "back"};
|
||||
foreach (var slot in victimSlots)
|
||||
{
|
||||
if (inventory.TryGetSlotItem(slot, out ItemComponent? vItem))
|
||||
Del(vItem.Owner);
|
||||
if(_inventory.TryUnequip(owned, slot, out var entityUid, true, true))
|
||||
Del(entityUid.Value);
|
||||
}
|
||||
|
||||
// Replace their items:
|
||||
@@ -101,15 +100,15 @@ public class TraitorDeathMatchRuleSystem : GameRuleSystem
|
||||
|
||||
// pda
|
||||
var newPDA = Spawn(PDAPrototypeName, ownedCoords);
|
||||
inventory.Equip(EquipmentSlotDefines.Slots.IDCARD, Comp<ItemComponent>(newPDA));
|
||||
_inventory.TryEquip(owned, newPDA, "id", true);
|
||||
|
||||
// belt
|
||||
var newTmp = Spawn(BeltPrototypeName, ownedCoords);
|
||||
inventory.Equip(EquipmentSlotDefines.Slots.BELT, Comp<ItemComponent>(newTmp));
|
||||
_inventory.TryEquip(owned, newTmp, "belt", true);
|
||||
|
||||
// backpack
|
||||
newTmp = Spawn(BackpackPrototypeName, ownedCoords);
|
||||
inventory.Equip(EquipmentSlotDefines.Slots.BACKPACK, Comp<ItemComponent>(newTmp));
|
||||
_inventory.TryEquip(owned, newTmp, "back", true);
|
||||
|
||||
// Like normal traitors, they need access to a traitor account.
|
||||
var uplinkAccount = new UplinkAccount(startingBalance, owned);
|
||||
|
||||
Reference in New Issue
Block a user