Refactor antag rule code (#23445)

* Initial Pass, Rev, Thief

* Zombie initial pass

* Rebase, Traitor

* Nukeops, More overloads

* Revert RevolutionaryRuleComponent

* Use TryRoundStartAttempt, Rewrite nukie spawning

* Comments, Add task scheduler to GameRuleSystem

* Zombie initial testing done

* Sort methods, rework GameRuleTask

* Add CCVar, Initial testing continues

* Might as well get rid of the obsolete logging

* Oops, i dont know how to log apparently

* Suggested formatting fixes

* Suggested changes

* Fix merge issues

* Minor optimisation

* Allowed thief to choose other antags

* Review changes

* Spawn items on floor first, then inserting

* minor tweaks

* Shift as much as possible to ProtoId<>

* Remove unneeded

* Add exclusive antag attribute

* Fix merge issues

* Minor formatting fix

* Convert to struct

* Cleanup

* Review cleanup (need to test a lot)

* Some fixes, (mostly) tested

* oop

* Pass tests (for real)

---------

Co-authored-by: Rainfall <rainfey0+git@gmail.com>
Co-authored-by: AJCM <AJCM@tutanota.com>
This commit is contained in:
Rainfey
2024-02-29 06:25:10 +00:00
committed by GitHub
parent 3966a65c65
commit 4e6c59cfe5
53 changed files with 22454 additions and 22396 deletions

View File

@@ -1,12 +1,16 @@
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Content.Shared.Hands.Components;
using Content.Shared.Storage.EntitySystems;
using Robust.Shared.Containers;
using Robust.Shared.Prototypes;
namespace Content.Shared.Inventory;
public partial class InventorySystem
{
[Dependency] private readonly SharedStorageSystem _storageSystem = default!;
/// <summary>
/// Yields all entities in hands or inventory slots with the specific flags.
/// </summary>
@@ -86,4 +90,55 @@ public partial class InventorySystem
// We finally try to equip the item, otherwise we delete it.
return TryEquip(uid, item, slot, silent, force) || DeleteItem();
}
/// <summary>
/// Will attempt to spawn a list of items inside of an entities bag, pockets, hands or nearby
/// </summary>
/// <param name="entity">The entity that you want to spawn an item on</param>
/// <param name="items">A list of prototype IDs that you want to spawn in the bag.</param>
public void SpawnItemsOnEntity(EntityUid entity, List<EntProtoId> items)
{
foreach (var item in items)
{
SpawnItemOnEntity(entity, item);
}
}
/// <summary>
/// Will attempt to spawn an item inside of an entities bag, pockets, hands or nearby
/// </summary>
/// <param name="entity">The entity that you want to spawn an item on</param>
/// <param name="item">The prototype ID that you want to spawn in the bag.</param>
public void SpawnItemOnEntity(EntityUid entity, EntProtoId item)
{
//Transform() throws error if TransformComponent doesnt exist
if (!HasComp<TransformComponent>(entity))
return;
var xform = Transform(entity);
var mapCoords = _transform.GetMapCoordinates(xform);
var itemToSpawn = Spawn(item, mapCoords);
//Try insert into the backpack
if (TryGetSlotContainer(entity, "back", out var backSlot, out _)
&& backSlot.ContainedEntity.HasValue
&& _storageSystem.Insert(backSlot.ContainedEntity.Value, itemToSpawn, out _)
)
return;
//Try insert into pockets
if (TryGetSlotContainer(entity, "pocket1", out var pocket1, out _)
&& _containerSystem.Insert(itemToSpawn, pocket1)
)
return;
if (TryGetSlotContainer(entity, "pocket2", out var pocket2, out _)
&& _containerSystem.Insert(itemToSpawn, pocket2)
)
return;
//Try insert into hands, or drop on the floor
_handsSystem.PickupOrDrop(entity, itemToSpawn, false);
}
}