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

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@@ -1,14 +0,0 @@
using Robust.Shared.GameObjects;
namespace Content.Shared.Inventory.Events
{
public class EquipAttemptEvent : CancellableEntityEventArgs
{
public EquipAttemptEvent(EntityUid uid)
{
Uid = uid;
}
public EntityUid Uid { get; }
}
}

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@@ -0,0 +1,62 @@
using Robust.Shared.GameObjects;
namespace Content.Shared.Inventory.Events;
public abstract class EquipAttemptBase : CancellableEntityEventArgs
{
/// <summary>
/// The entity equipping.
/// </summary>
public readonly EntityUid Equipee;
/// <summary>
/// The entity being equipped to.
/// </summary>
public readonly EntityUid EquipTarget;
/// <summary>
/// The entity to be equipped.
/// </summary>
public readonly EntityUid Equipment;
/// <summary>
/// The slotFlags of the slot to equip the entity into.
/// </summary>
public readonly SlotFlags SlotFlags;
/// <summary>
/// The slot the entity is being equipped to.
/// </summary>
public readonly string Slot;
/// <summary>
/// If cancelling and wanting to provide a custom reason, use this field. Not that this expects a loc-id.
/// </summary>
public string? Reason;
public EquipAttemptBase(EntityUid equipee, EntityUid equipTarget, EntityUid equipment,
SlotDefinition slotDefinition)
{
EquipTarget = equipTarget;
Equipment = equipment;
Equipee = equipee;
SlotFlags = slotDefinition.SlotFlags;
Slot = slotDefinition.Name;
}
}
public class BeingEquippedAttemptEvent : EquipAttemptBase
{
public BeingEquippedAttemptEvent(EntityUid equipee, EntityUid equipTarget, EntityUid equipment,
SlotDefinition slotDefinition) : base(equipee, equipTarget, equipment, slotDefinition)
{
}
}
public class IsEquippingAttemptEvent : EquipAttemptBase
{
public IsEquippingAttemptEvent(EntityUid equipee, EntityUid equipTarget, EntityUid equipment,
SlotDefinition slotDefinition) : base(equipee, equipTarget, equipment, slotDefinition)
{
}
}

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@@ -0,0 +1,48 @@
using Robust.Shared.GameObjects;
namespace Content.Shared.Inventory.Events;
public class EquippedEventBase : EntityEventArgs
{
/// <summary>
/// The entity equipping.
/// </summary>
public readonly EntityUid Equipee;
/// <summary>
/// The entity which got equipped.
/// </summary>
public readonly EntityUid Equipment;
/// <summary>
/// The slot the entity got equipped to.
/// </summary>
public readonly string Slot;
/// <summary>
/// Slotflags of the slot the entity just got equipped to.
/// </summary>
public readonly SlotFlags SlotFlags;
public EquippedEventBase(EntityUid equipee, EntityUid equipment, SlotDefinition slotDefinition)
{
Equipee = equipee;
Equipment = equipment;
Slot = slotDefinition.Name;
SlotFlags = slotDefinition.SlotFlags;
}
}
public class DidEquipEvent : EquippedEventBase
{
public DidEquipEvent(EntityUid equipee, EntityUid equipment, SlotDefinition slotDefinition) : base(equipee, equipment, slotDefinition)
{
}
}
public class GotEquippedEvent : EquippedEventBase
{
public GotEquippedEvent(EntityUid equipee, EntityUid equipment, SlotDefinition slotDefinition) : base(equipee, equipment, slotDefinition)
{
}
}

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@@ -0,0 +1,27 @@
using System;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
namespace Content.Shared.Inventory.Events;
/// <summary>
/// This event is used to tell the server-inventorysystem someone wants to equip something
/// </summary>
[NetSerializable, Serializable]
public class InventoryEquipActEvent : EntityEventArgs
{
public readonly EntityUid Uid;
public readonly EntityUid ItemUid;
public readonly string Slot;
public readonly bool Silent;
public readonly bool Force;
public InventoryEquipActEvent(EntityUid uid, EntityUid itemUid, string slot, bool silent = false, bool force = false)
{
Uid = uid;
ItemUid = itemUid;
Slot = slot;
Silent = silent;
Force = force;
}
}

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@@ -0,0 +1,18 @@
using System;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
namespace Content.Shared.Inventory.Events;
[NetSerializable, Serializable]
public class OpenSlotStorageNetworkMessage : EntityEventArgs
{
public readonly EntityUid Uid;
public readonly string Slot;
public OpenSlotStorageNetworkMessage(EntityUid uid, string slot)
{
Uid = uid;
Slot = slot;
}
}

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@@ -0,0 +1,26 @@
using System;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
namespace Content.Shared.Inventory.Events;
[NetSerializable, Serializable]
public class TryEquipNetworkMessage : EntityEventArgs
{
public readonly EntityUid Actor;
public readonly EntityUid Target;
public readonly EntityUid ItemUid;
public readonly string Slot;
public readonly bool Silent;
public readonly bool Force;
public TryEquipNetworkMessage(EntityUid actor, EntityUid target, EntityUid itemUid, string slot, bool silent, bool force)
{
Actor = actor;
Target = target;
ItemUid = itemUid;
Slot = slot;
Silent = silent;
Force = force;
}
}

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@@ -0,0 +1,24 @@
using System;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
namespace Content.Shared.Inventory.Events;
[NetSerializable, Serializable]
public class TryUnequipNetworkMessage : EntityEventArgs
{
public readonly EntityUid Actor;
public readonly EntityUid Target;
public readonly string Slot;
public readonly bool Silent;
public readonly bool Force;
public TryUnequipNetworkMessage(EntityUid actor, EntityUid target, string slot, bool silent, bool force)
{
Actor = actor;
Target = target;
Slot = slot;
Silent = silent;
Force = force;
}
}

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@@ -1,14 +1,56 @@
using Robust.Shared.GameObjects;
namespace Content.Shared.Inventory.Events
{
public class UnequipAttemptEvent : CancellableEntityEventArgs
{
public UnequipAttemptEvent(EntityUid uid)
{
Uid = uid;
}
namespace Content.Shared.Inventory.Events;
public EntityUid Uid { get; }
public class UnequipAttemptEventBase : CancellableEntityEventArgs
{
/// <summary>
/// The entity unequipping.
/// </summary>
public readonly EntityUid Unequipee;
/// <summary>
/// The entity being unequipped from.
/// </summary>
public readonly EntityUid UnEquipTarget;
/// <summary>
/// The entity to be unequipped.
/// </summary>
public readonly EntityUid Equipment;
/// <summary>
/// The slot the entity is being unequipped from.
/// </summary>
public readonly string Slot;
/// <summary>
/// If cancelling and wanting to provide a custom reason, use this field. Not that this expects a loc-id.
/// </summary>
public string? Reason;
public UnequipAttemptEventBase(EntityUid unequipee, EntityUid unEquipTarget, EntityUid equipment,
SlotDefinition slotDefinition)
{
UnEquipTarget = unEquipTarget;
Equipment = equipment;
Unequipee = unequipee;
Slot = slotDefinition.Name;
}
}
public class BeingUnequippedAttemptEvent : UnequipAttemptEventBase
{
public BeingUnequippedAttemptEvent(EntityUid unequipee, EntityUid unEquipTarget, EntityUid equipment,
SlotDefinition slotDefinition) : base(unequipee, unEquipTarget, equipment, slotDefinition)
{
}
}
public class IsUnequippingAttemptEvent : UnequipAttemptEventBase
{
public IsUnequippingAttemptEvent(EntityUid unequipee, EntityUid unEquipTarget, EntityUid equipment,
SlotDefinition slotDefinition) : base(unequipee, unEquipTarget, equipment, slotDefinition)
{
}
}

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using Robust.Shared.GameObjects;
namespace Content.Shared.Inventory.Events;
public class UnequippedEventBase : EntityEventArgs
{
/// <summary>
/// The entity unequipping.
/// </summary>
public readonly EntityUid Equipee;
/// <summary>
/// The entity which got unequipped.
/// </summary>
public readonly EntityUid Equipment;
/// <summary>
/// The slot the entity got unequipped from.
/// </summary>
public readonly string Slot;
public UnequippedEventBase(EntityUid equipee, EntityUid equipment, SlotDefinition slotDefinition)
{
Equipee = equipee;
Equipment = equipment;
Slot = slotDefinition.Name;
}
}
public class DidUnequipEvent : UnequippedEventBase
{
public DidUnequipEvent(EntityUid equipee, EntityUid equipment, SlotDefinition slotDefinition) : base(equipee, equipment, slotDefinition)
{
}
}
public class GotUnequippedEvent : UnequippedEventBase
{
public GotUnequippedEvent(EntityUid equipee, EntityUid equipment, SlotDefinition slotDefinition) : base(equipee, equipment, slotDefinition)
{
}
}

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using System;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
namespace Content.Shared.Inventory.Events;
[NetSerializable, Serializable]
public class UseSlotNetworkMessage : EntityEventArgs
{
public readonly EntityUid Uid;
public readonly string Slot;
public UseSlotNetworkMessage(EntityUid uid, string slot)
{
Uid = uid;
Slot = slot;
}
}