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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62
Content.Shared/Inventory/Events/EquipAttemptEvents.cs
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62
Content.Shared/Inventory/Events/EquipAttemptEvents.cs
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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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