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