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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@@ -4,6 +4,7 @@ using Content.Client.Inventory;
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using Content.Client.Preferences;
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using Content.Shared.CharacterAppearance.Systems;
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using Content.Shared.GameTicking;
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using Content.Shared.Inventory;
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using Content.Shared.Preferences;
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using Content.Shared.Roles;
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using Robust.Client.GameObjects;
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@@ -15,7 +16,6 @@ using Robust.Shared.Localization;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Prototypes;
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using static Content.Shared.Inventory.EquipmentSlotDefines;
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using static Robust.Client.UserInterface.Controls.BoxContainer;
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namespace Content.Client.Lobby.UI
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@@ -141,29 +141,30 @@ namespace Content.Client.Lobby.UI
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public static void GiveDummyJobClothes(EntityUid dummy, HumanoidCharacterProfile profile)
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{
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var protoMan = IoCManager.Resolve<IPrototypeManager>();
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var entMan = IoCManager.Resolve<IEntityManager>();
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var inventory = entMan.GetComponent<ClientInventoryComponent>(dummy);
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var invSystem = EntitySystem.Get<ClientInventorySystem>();
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var highPriorityJob = profile.JobPriorities.FirstOrDefault(p => p.Value == JobPriority.High).Key;
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// ReSharper disable once ConstantNullCoalescingCondition
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var job = protoMan.Index<JobPrototype>(highPriorityJob ?? SharedGameTicker.FallbackOverflowJob);
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inventory.ClearAllSlotVisuals();
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if (job.StartingGear != null)
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if (job.StartingGear != null && invSystem.TryGetSlots(dummy, out var slots))
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{
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var gear = protoMan.Index<StartingGearPrototype>(job.StartingGear);
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foreach (var slot in AllSlots)
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foreach (var slot in slots)
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{
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var itemType = gear.GetGear(slot, profile);
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var itemType = gear.GetGear(slot.Name, profile);
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if(invSystem.TryUnequip(dummy, slot.Name, out var unequippedItem, true, true))
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{
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entMan.DeleteEntity(unequippedItem.Value);
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}
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if (itemType != string.Empty)
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{
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var item = entMan.SpawnEntity(itemType, MapCoordinates.Nullspace);
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inventory.SetSlotVisuals(slot, item);
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entMan.DeleteEntity(item);
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invSystem.TryEquip(dummy, item, slot.Name, true, true);
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}
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}
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}
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