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:
@@ -1,11 +1,13 @@
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using System.Threading.Tasks;
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using Content.Server.Clothing.Components;
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using Content.Server.Inventory.Components;
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using Content.Server.Inventory;
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using Content.Shared.Inventory;
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using Content.Shared.Item;
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using NUnit.Framework;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using static Content.Shared.Inventory.EquipmentSlotDefines;
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namespace Content.IntegrationTests.Tests
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{
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@@ -19,23 +21,25 @@ namespace Content.IntegrationTests.Tests
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{
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var server = StartServer();
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server.Assert(() =>
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await server.WaitAssertion(() =>
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{
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// Spawn everything.
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var mapMan = IoCManager.Resolve<IMapManager>();
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var invSystem = IoCManager.Resolve<IEntitySystemManager>().GetEntitySystem<InventorySystem>();
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mapMan.CreateNewMapEntity(MapId.Nullspace);
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var entMgr = IoCManager.Resolve<IEntityManager>();
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var container = entMgr.SpawnEntity(null, MapCoordinates.Nullspace);
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var inv = entMgr.AddComponent<InventoryComponent>(container);
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entMgr.AddComponent<ServerInventoryComponent>(container);
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entMgr.AddComponent<ContainerManagerComponent>(container);
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var child = entMgr.SpawnEntity(null, MapCoordinates.Nullspace);
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var item = entMgr.AddComponent<ClothingComponent>(child);
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var item = entMgr.AddComponent<ItemComponent>(child);
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item.SlotFlags = SlotFlags.HEAD;
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// Equip item.
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Assert.That(inv.Equip(Slots.HEAD, item, false), Is.True);
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Assert.That(invSystem.TryEquip(container, child, "head"), Is.True);
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// Delete parent.
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entMgr.DeleteEntity(container);
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@@ -43,8 +47,6 @@ namespace Content.IntegrationTests.Tests
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// Assert that child item was also deleted.
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Assert.That(item.Deleted, Is.True);
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});
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await server.WaitIdleAsync();
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}
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}
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}
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