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