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

@@ -3,8 +3,7 @@ using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Content.Server.Hands.Components;
using Content.Server.Interaction;
using Content.Server.Inventory.Components;
using Content.Server.Items;
using Content.Server.Inventory;
using Content.Server.Stack;
using Content.Server.Storage.Components;
using Content.Server.Throwing;
@@ -13,6 +12,7 @@ using Content.Shared.Examine;
using Content.Shared.Hands;
using Content.Shared.Hands.Components;
using Content.Shared.Input;
using Content.Shared.Inventory;
using Content.Shared.Physics.Pull;
using Content.Shared.Popups;
using JetBrains.Annotations;
@@ -26,14 +26,13 @@ using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Players;
using Robust.Shared.Utility;
using static Content.Shared.Inventory.EquipmentSlotDefines;
namespace Content.Server.Hands.Systems
{
[UsedImplicitly]
internal sealed class HandsSystem : SharedHandsSystem
{
[Dependency] private readonly InteractionSystem _interactionSystem = default!;
[Dependency] private readonly InventorySystem _inventorySystem = default!;
[Dependency] private readonly StackSystem _stackSystem = default!;
[Dependency] private readonly HandVirtualItemSystem _virtualItemSystem = default!;
[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
@@ -261,15 +260,15 @@ namespace Content.Server.Hands.Systems
private void HandleSmartEquipBackpack(ICommonSession? session)
{
HandleSmartEquip(session, Slots.BACKPACK);
HandleSmartEquip(session, "back");
}
private void HandleSmartEquipBelt(ICommonSession? session)
{
HandleSmartEquip(session, Slots.BELT);
HandleSmartEquip(session, "belt");
}
private void HandleSmartEquip(ICommonSession? session, Slots equipmentSlot)
private void HandleSmartEquip(ICommonSession? session, string equipmentSlot)
{
if (session is not IPlayerSession playerSession)
return;
@@ -277,14 +276,13 @@ namespace Content.Server.Hands.Systems
if (playerSession.AttachedEntity is not {Valid: true} plyEnt || !EntityManager.EntityExists(plyEnt))
return;
if (!EntityManager.TryGetComponent(plyEnt, out SharedHandsComponent? hands) ||
!EntityManager.TryGetComponent(plyEnt, out InventoryComponent? inventory))
if (!EntityManager.TryGetComponent(plyEnt, out SharedHandsComponent? hands))
return;
if (!inventory.TryGetSlotItem(equipmentSlot, out ItemComponent? equipmentItem) ||
!EntityManager.TryGetComponent(equipmentItem.Owner, out ServerStorageComponent? storageComponent))
if (!_inventorySystem.TryGetSlotEntity(plyEnt, equipmentSlot, out var slotEntity) ||
!EntityManager.TryGetComponent(slotEntity, out ServerStorageComponent? storageComponent))
{
plyEnt.PopupMessage(Loc.GetString("hands-system-missing-equipment-slot", ("slotName", SlotNames[equipmentSlot].ToLower())));
plyEnt.PopupMessage(Loc.GetString("hands-system-missing-equipment-slot", ("slotName", equipmentSlot)));
return;
}
@@ -296,7 +294,7 @@ namespace Content.Server.Hands.Systems
{
if (storageComponent.StoredEntities.Count == 0)
{
plyEnt.PopupMessage(Loc.GetString("hands-system-empty-equipment-slot", ("slotName", SlotNames[equipmentSlot].ToLower())));
plyEnt.PopupMessage(Loc.GetString("hands-system-empty-equipment-slot", ("slotName", equipmentSlot)));
}
else
{