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:
@@ -1,14 +0,0 @@
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using Robust.Shared.GameObjects;
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namespace Content.Shared.Inventory.Events
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{
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public class EquipAttemptEvent : CancellableEntityEventArgs
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{
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public EquipAttemptEvent(EntityUid uid)
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{
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Uid = uid;
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}
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public EntityUid Uid { get; }
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}
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}
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62
Content.Shared/Inventory/Events/EquipAttemptEvents.cs
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62
Content.Shared/Inventory/Events/EquipAttemptEvents.cs
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@@ -0,0 +1,62 @@
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using Robust.Shared.GameObjects;
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namespace Content.Shared.Inventory.Events;
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public abstract class EquipAttemptBase : CancellableEntityEventArgs
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{
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/// <summary>
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/// The entity equipping.
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/// </summary>
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public readonly EntityUid Equipee;
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/// <summary>
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/// The entity being equipped to.
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/// </summary>
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public readonly EntityUid EquipTarget;
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/// <summary>
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/// The entity to be equipped.
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/// </summary>
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public readonly EntityUid Equipment;
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/// <summary>
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/// The slotFlags of the slot to equip the entity into.
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/// </summary>
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public readonly SlotFlags SlotFlags;
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/// <summary>
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/// The slot the entity is being equipped to.
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/// </summary>
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public readonly string Slot;
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/// <summary>
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/// If cancelling and wanting to provide a custom reason, use this field. Not that this expects a loc-id.
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/// </summary>
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public string? Reason;
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public EquipAttemptBase(EntityUid equipee, EntityUid equipTarget, EntityUid equipment,
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SlotDefinition slotDefinition)
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{
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EquipTarget = equipTarget;
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Equipment = equipment;
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Equipee = equipee;
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SlotFlags = slotDefinition.SlotFlags;
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Slot = slotDefinition.Name;
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}
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}
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public class BeingEquippedAttemptEvent : EquipAttemptBase
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{
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public BeingEquippedAttemptEvent(EntityUid equipee, EntityUid equipTarget, EntityUid equipment,
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SlotDefinition slotDefinition) : base(equipee, equipTarget, equipment, slotDefinition)
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{
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}
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}
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public class IsEquippingAttemptEvent : EquipAttemptBase
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{
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public IsEquippingAttemptEvent(EntityUid equipee, EntityUid equipTarget, EntityUid equipment,
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SlotDefinition slotDefinition) : base(equipee, equipTarget, equipment, slotDefinition)
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{
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}
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}
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48
Content.Shared/Inventory/Events/EquippedEvents.cs
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48
Content.Shared/Inventory/Events/EquippedEvents.cs
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@@ -0,0 +1,48 @@
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using Robust.Shared.GameObjects;
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namespace Content.Shared.Inventory.Events;
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public class EquippedEventBase : EntityEventArgs
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{
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/// <summary>
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/// The entity equipping.
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/// </summary>
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public readonly EntityUid Equipee;
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/// <summary>
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/// The entity which got equipped.
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/// </summary>
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public readonly EntityUid Equipment;
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/// <summary>
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/// The slot the entity got equipped to.
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/// </summary>
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public readonly string Slot;
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/// <summary>
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/// Slotflags of the slot the entity just got equipped to.
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/// </summary>
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public readonly SlotFlags SlotFlags;
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public EquippedEventBase(EntityUid equipee, EntityUid equipment, SlotDefinition slotDefinition)
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{
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Equipee = equipee;
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Equipment = equipment;
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Slot = slotDefinition.Name;
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SlotFlags = slotDefinition.SlotFlags;
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}
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}
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public class DidEquipEvent : EquippedEventBase
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{
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public DidEquipEvent(EntityUid equipee, EntityUid equipment, SlotDefinition slotDefinition) : base(equipee, equipment, slotDefinition)
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{
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}
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}
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public class GotEquippedEvent : EquippedEventBase
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{
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public GotEquippedEvent(EntityUid equipee, EntityUid equipment, SlotDefinition slotDefinition) : base(equipee, equipment, slotDefinition)
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{
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}
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}
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27
Content.Shared/Inventory/Events/InventoryEquipActEvent.cs
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27
Content.Shared/Inventory/Events/InventoryEquipActEvent.cs
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@@ -0,0 +1,27 @@
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using System;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Inventory.Events;
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/// <summary>
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/// This event is used to tell the server-inventorysystem someone wants to equip something
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/// </summary>
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[NetSerializable, Serializable]
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public class InventoryEquipActEvent : EntityEventArgs
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{
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public readonly EntityUid Uid;
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public readonly EntityUid ItemUid;
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public readonly string Slot;
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public readonly bool Silent;
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public readonly bool Force;
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public InventoryEquipActEvent(EntityUid uid, EntityUid itemUid, string slot, bool silent = false, bool force = false)
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{
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Uid = uid;
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ItemUid = itemUid;
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Slot = slot;
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Silent = silent;
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Force = force;
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}
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}
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@@ -0,0 +1,18 @@
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using System;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Inventory.Events;
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[NetSerializable, Serializable]
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public class OpenSlotStorageNetworkMessage : EntityEventArgs
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{
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public readonly EntityUid Uid;
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public readonly string Slot;
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public OpenSlotStorageNetworkMessage(EntityUid uid, string slot)
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{
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Uid = uid;
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Slot = slot;
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}
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}
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26
Content.Shared/Inventory/Events/TryEquipNetworkMessage.cs
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26
Content.Shared/Inventory/Events/TryEquipNetworkMessage.cs
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@@ -0,0 +1,26 @@
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using System;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Inventory.Events;
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[NetSerializable, Serializable]
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public class TryEquipNetworkMessage : EntityEventArgs
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{
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public readonly EntityUid Actor;
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public readonly EntityUid Target;
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public readonly EntityUid ItemUid;
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public readonly string Slot;
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public readonly bool Silent;
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public readonly bool Force;
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public TryEquipNetworkMessage(EntityUid actor, EntityUid target, EntityUid itemUid, string slot, bool silent, bool force)
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{
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Actor = actor;
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Target = target;
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ItemUid = itemUid;
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Slot = slot;
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Silent = silent;
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Force = force;
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}
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}
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24
Content.Shared/Inventory/Events/TryUnequipNetworkMessage.cs
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24
Content.Shared/Inventory/Events/TryUnequipNetworkMessage.cs
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@@ -0,0 +1,24 @@
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using System;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Inventory.Events;
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[NetSerializable, Serializable]
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public class TryUnequipNetworkMessage : EntityEventArgs
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{
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public readonly EntityUid Actor;
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public readonly EntityUid Target;
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public readonly string Slot;
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public readonly bool Silent;
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public readonly bool Force;
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public TryUnequipNetworkMessage(EntityUid actor, EntityUid target, string slot, bool silent, bool force)
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{
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Actor = actor;
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Target = target;
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Slot = slot;
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Silent = silent;
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Force = force;
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}
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}
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@@ -1,14 +1,56 @@
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using Robust.Shared.GameObjects;
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namespace Content.Shared.Inventory.Events
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{
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public class UnequipAttemptEvent : CancellableEntityEventArgs
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{
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public UnequipAttemptEvent(EntityUid uid)
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{
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Uid = uid;
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}
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namespace Content.Shared.Inventory.Events;
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public EntityUid Uid { get; }
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public class UnequipAttemptEventBase : CancellableEntityEventArgs
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{
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/// <summary>
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/// The entity unequipping.
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/// </summary>
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public readonly EntityUid Unequipee;
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/// <summary>
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/// The entity being unequipped from.
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/// </summary>
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public readonly EntityUid UnEquipTarget;
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/// <summary>
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/// The entity to be unequipped.
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/// </summary>
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public readonly EntityUid Equipment;
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/// <summary>
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/// The slot the entity is being unequipped from.
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/// </summary>
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public readonly string Slot;
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/// <summary>
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/// If cancelling and wanting to provide a custom reason, use this field. Not that this expects a loc-id.
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/// </summary>
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public string? Reason;
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public UnequipAttemptEventBase(EntityUid unequipee, EntityUid unEquipTarget, EntityUid equipment,
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SlotDefinition slotDefinition)
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{
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UnEquipTarget = unEquipTarget;
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Equipment = equipment;
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Unequipee = unequipee;
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Slot = slotDefinition.Name;
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}
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}
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public class BeingUnequippedAttemptEvent : UnequipAttemptEventBase
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{
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public BeingUnequippedAttemptEvent(EntityUid unequipee, EntityUid unEquipTarget, EntityUid equipment,
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SlotDefinition slotDefinition) : base(unequipee, unEquipTarget, equipment, slotDefinition)
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{
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}
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}
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public class IsUnequippingAttemptEvent : UnequipAttemptEventBase
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{
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public IsUnequippingAttemptEvent(EntityUid unequipee, EntityUid unEquipTarget, EntityUid equipment,
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SlotDefinition slotDefinition) : base(unequipee, unEquipTarget, equipment, slotDefinition)
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{
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}
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}
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42
Content.Shared/Inventory/Events/UnequippedEvents.cs
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42
Content.Shared/Inventory/Events/UnequippedEvents.cs
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@@ -0,0 +1,42 @@
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using Robust.Shared.GameObjects;
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namespace Content.Shared.Inventory.Events;
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public class UnequippedEventBase : EntityEventArgs
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{
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/// <summary>
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/// The entity unequipping.
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/// </summary>
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public readonly EntityUid Equipee;
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/// <summary>
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/// The entity which got unequipped.
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/// </summary>
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public readonly EntityUid Equipment;
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/// <summary>
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/// The slot the entity got unequipped from.
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/// </summary>
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public readonly string Slot;
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public UnequippedEventBase(EntityUid equipee, EntityUid equipment, SlotDefinition slotDefinition)
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{
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Equipee = equipee;
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Equipment = equipment;
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Slot = slotDefinition.Name;
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}
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}
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public class DidUnequipEvent : UnequippedEventBase
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{
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public DidUnequipEvent(EntityUid equipee, EntityUid equipment, SlotDefinition slotDefinition) : base(equipee, equipment, slotDefinition)
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{
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}
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}
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public class GotUnequippedEvent : UnequippedEventBase
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{
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public GotUnequippedEvent(EntityUid equipee, EntityUid equipment, SlotDefinition slotDefinition) : base(equipee, equipment, slotDefinition)
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{
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}
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}
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18
Content.Shared/Inventory/Events/UseSlotNetworkMessage.cs
Normal file
18
Content.Shared/Inventory/Events/UseSlotNetworkMessage.cs
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@@ -0,0 +1,18 @@
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using System;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Inventory.Events;
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[NetSerializable, Serializable]
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public class UseSlotNetworkMessage : EntityEventArgs
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{
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public readonly EntityUid Uid;
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public readonly string Slot;
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public UseSlotNetworkMessage(EntityUid uid, string slot)
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{
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Uid = uid;
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Slot = slot;
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}
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}
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Reference in New Issue
Block a user