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

@@ -1,13 +1,13 @@
using System.Linq;
using Content.Server.Hands.Components;
using Content.Server.Inventory.Components;
using Content.Server.Items;
using Content.Server.Traitor.Uplink.Account;
using Content.Server.Traitor.Uplink.Components;
using Content.Server.UserInterface;
using Content.Shared.ActionBlocker;
using Content.Shared.Hands.Components;
using Content.Shared.Interaction;
using Content.Shared.Inventory;
using Content.Shared.Item;
using Content.Shared.PDA;
using Content.Shared.Traitor.Uplink;
using Robust.Server.GameObjects;
@@ -27,6 +27,8 @@ namespace Content.Server.Traitor.Uplink
[Dependency]
private readonly UplinkListingSytem _listing = default!;
[Dependency] private readonly InventorySystem _inventorySystem = default!;
public override void Initialize()
{
base.Initialize();
@@ -126,7 +128,7 @@ namespace Content.Server.Traitor.Uplink
}
if (EntityManager.TryGetComponent(player, out HandsComponent? hands) &&
EntityManager.TryGetComponent(entity.Value, out ItemComponent? item))
EntityManager.TryGetComponent(entity.Value, out SharedItemComponent? item))
{
hands.PutInHandOrDrop(item);
}
@@ -206,11 +208,16 @@ namespace Content.Server.Traitor.Uplink
private EntityUid? FindUplinkTarget(EntityUid user)
{
// Try to find PDA in inventory
if (EntityManager.TryGetComponent(user, out InventoryComponent? inventory))
if (_inventorySystem.TryGetContainerSlotEnumerator(user, out var containerSlotEnumerator))
{
var foundPDA = inventory.LookupItems<PDAComponent>().FirstOrDefault();
if (foundPDA != null)
return foundPDA.Owner;
while (containerSlotEnumerator.MoveNext(out var pdaUid))
{
if(!pdaUid.ContainedEntity.HasValue) continue;
if(HasComp<PDAComponent>(pdaUid.ContainedEntity.Value))
return pdaUid.ContainedEntity.Value;
}
}
// Also check hands