Storage system refactor & map init.

* Demonstrated map init working with guns, toolboxes, tool lockers.
* Refactored EntityStorage and ServerStorage to have a common interface.
* EntityStorage no longer uses ServerStorage PURELY for visuals.
  Use an appearance visualizer instead.
This commit is contained in:
Pieter-Jan Briers
2019-05-05 18:52:06 +02:00
parent 030f1f2a57
commit e35d5390db
17 changed files with 384 additions and 950 deletions

View File

@@ -47,6 +47,8 @@ using Content.Shared.Interfaces;
using Robust.Server.Interfaces.ServerStatus;
using Robust.Shared.Timing;
using Content.Server.GameObjects.Components.Destructible;
using Content.Server.GameObjects.Components.Items.Storage;
using Content.Server.GameObjects.Components.Items.Storage.Fill;
using Content.Server.GameObjects.Components.Movement;
using Content.Server.Interfaces.Chat;
using Content.Server.Interfaces.GameObjects.Components.Movement;
@@ -120,8 +122,13 @@ namespace Content.Server
factory.Register<HandheldLightComponent>();
factory.Register<ServerStorageComponent>();
factory.RegisterReference<ServerStorageComponent, IStorageComponent>();
factory.RegisterReference<ServerStorageComponent, IActivate>();
factory.Register<EntityStorageComponent>();
factory.RegisterReference<EntityStorageComponent, IStorageComponent>();
factory.Register<ToolLockerFillComponent>();
factory.Register<ToolboxElectricalFillComponent>();
factory.Register<PowerDebugTool>();
factory.Register<PoweredLightComponent>();