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

@@ -4,6 +4,7 @@ using Content.Shared.Hands.Components;
using Content.Shared.Interaction;
using Content.Shared.Interaction.Helpers;
using Content.Shared.Inventory;
using Content.Shared.Sound;
using Robust.Shared.GameObjects;
using Robust.Shared.GameStates;
using Robust.Shared.IoC;
@@ -19,7 +20,7 @@ namespace Content.Shared.Item
/// Players can pick up, drop, and put items in bags, and they can be seen in player's hands.
/// </summary>
[NetworkedComponent()]
public abstract class SharedItemComponent : Component, IEquipped, IUnequipped, IInteractHand
public class SharedItemComponent : Component, IInteractHand
{
[Dependency] private readonly IEntityManager _entMan = default!;
@@ -44,6 +45,7 @@ namespace Content.Shared.Item
/// <summary>
/// Part of the state of the sprite shown on the player when this item is in their hands.
/// </summary>
// todo paul make this update slotvisuals on client on change
[ViewVariables(VVAccess.ReadWrite)]
public string? EquippedPrefix
{
@@ -58,6 +60,13 @@ namespace Content.Shared.Item
[DataField("HeldPrefix")]
private string? _equippedPrefix;
[ViewVariables]
[DataField("Slots")]
public SlotFlags SlotFlags = SlotFlags.PREVENTEQUIP; //Different from None, NONE allows equips if no slot flags are required
[DataField("EquipSound")]
public SoundSpecifier? EquipSound { get; set; } = default!;
/// <summary>
/// Color of the sprite shown on the player when this item is in their hands.
/// </summary>
@@ -65,7 +74,7 @@ namespace Content.Shared.Item
public Color Color
{
get => _color;
protected set
set
{
_color = value;
Dirty();
@@ -90,24 +99,6 @@ namespace Content.Shared.Item
[DataField("sprite")]
private string? _rsiPath;
public override ComponentState GetComponentState()
{
return new ItemComponentState(Size, EquippedPrefix, Color, RsiPath);
}
public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
{
base.HandleComponentState(curState, nextState);
if (curState is not ItemComponentState state)
return;
Size = state.Size;
EquippedPrefix = state.EquippedPrefix;
Color = state.Color;
RsiPath = state.RsiPath;
}
/// <summary>
/// If a player can pick up this item.
/// </summary>
@@ -125,16 +116,6 @@ namespace Content.Shared.Item
return user.InRangeUnobstructed(Owner, ignoreInsideBlocker: true, popup: popup);
}
void IEquipped.Equipped(EquippedEventArgs eventArgs)
{
EquippedToSlot();
}
void IUnequipped.Unequipped(UnequippedEventArgs eventArgs)
{
RemovedFromSlot();
}
bool IInteractHand.InteractHand(InteractHandEventArgs eventArgs)
{
var user = eventArgs.User;