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

@@ -3,19 +3,19 @@ using System.Linq;
using System.Threading.Tasks;
using Content.Client.Actions;
using Content.Client.Actions.UI;
using Content.Client.Items.Components;
using Content.Server.Actions;
using Content.Server.Hands.Components;
using Content.Server.Items;
using Content.Shared.Actions;
using Content.Shared.Actions.Components;
using Content.Shared.Actions.Prototypes;
using Content.Shared.Cooldown;
using Content.Shared.Item;
using NUnit.Framework;
using Robust.Client.UserInterface;
using Robust.Server.Player;
using Robust.Shared;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
@@ -268,7 +268,7 @@ namespace Content.IntegrationTests.Tests.GameObjects.Components.Mobs
// grant an extra item action, before pickup, initially disabled
itemActions.GrantOrUpdate(ItemActionType.DebugToggle, false);
serverEntManager.GetComponent<HandsComponent>(serverPlayerEnt).PutInHand(serverEntManager.GetComponent<ItemComponent>(serverFlashlight), false);
serverEntManager.GetComponent<HandsComponent>(serverPlayerEnt).PutInHand(serverEntManager.GetComponent<SharedItemComponent>(serverFlashlight), false);
// grant an extra item action, after pickup, with a cooldown
itemActions.GrantOrUpdate(ItemActionType.DebugInstant, cooldown: cooldown);
@@ -360,7 +360,7 @@ namespace Content.IntegrationTests.Tests.GameObjects.Components.Mobs
{
// pick the item up again, the states should be back to what they were when dropped,
// as the states "stick" with the item
serverEntManager.GetComponent<HandsComponent>(serverPlayerEnt).PutInHand(serverEntManager.GetComponent<ItemComponent>(serverFlashlight), false);
serverEntManager.GetComponent<HandsComponent>(serverPlayerEnt).PutInHand(serverEntManager.GetComponent<SharedItemComponent>(serverFlashlight), false);
Assert.That(serverActionsComponent.ItemActionStates().TryGetValue(serverFlashlight, out var lightStates));
Assert.That(lightStates.TryGetValue(ItemActionType.ToggleLight, out var lightState));
Assert.That(lightState.Equals(new ActionState(true, toggledOn: true)));