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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@@ -1,11 +1,11 @@
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using System.Linq;
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using System.Threading.Tasks;
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using Content.Server.Hands.Components;
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using Content.Server.Inventory.Components;
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using Content.Server.Items;
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using Content.Server.PDA;
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using Content.Shared.Access.Components;
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using Content.Shared.Containers.ItemSlots;
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using Content.Shared.Inventory;
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using Content.Shared.Item;
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using Content.Shared.PDA;
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using NUnit.Framework;
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using Robust.Server.Player;
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@@ -58,6 +58,8 @@ namespace Content.IntegrationTests.Tests.PDA
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var sPlayerManager = server.ResolveDependency<IPlayerManager>();
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var sEntityManager = server.ResolveDependency<IEntityManager>();
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var invSystem = server.ResolveDependency<IEntitySystemManager>().GetEntitySystem<InventorySystem>();
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await server.WaitAssertion(() =>
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{
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var player = sPlayerManager.Sessions.Single().AttachedEntity.GetValueOrDefault();
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@@ -71,7 +73,7 @@ namespace Content.IntegrationTests.Tests.PDA
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// Put PDA in hand
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var dummyPda = sEntityManager.SpawnEntity(PdaDummy, sEntityManager.GetComponent<TransformComponent>(player).MapPosition);
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var pdaItemComponent = sEntityManager.GetComponent<ItemComponent>(dummyPda);
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var pdaItemComponent = sEntityManager.GetComponent<SharedItemComponent>(dummyPda);
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sEntityManager.GetComponent<HandsComponent>(player).PutInHand(pdaItemComponent);
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var pdaComponent = sEntityManager.GetComponent<PDAComponent>(dummyPda);
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@@ -91,7 +93,7 @@ namespace Content.IntegrationTests.Tests.PDA
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// Put ID card in hand
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var idDummy = sEntityManager.SpawnEntity(IdCardDummy, sEntityManager.GetComponent<TransformComponent>(player).MapPosition);
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var idItemComponent = sEntityManager.GetComponent<ItemComponent>(idDummy);
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var idItemComponent = sEntityManager.GetComponent<SharedItemComponent>(idDummy);
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sEntityManager.GetComponent<HandsComponent>(player).PutInHand(idItemComponent);
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var idCardComponent = sEntityManager.GetComponent<IdCardComponent>(idDummy);
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@@ -103,20 +105,16 @@ namespace Content.IntegrationTests.Tests.PDA
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Assert.That(id, Is.EqualTo(idCardComponent));
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// Remove all IDs and PDAs
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var inventory = sEntityManager.GetComponent<InventoryComponent>(player);
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Assert.That(invSystem.TryGetSlots(player, out var slots));
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foreach (var slot in inventory.Slots)
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foreach (var slot in slots)
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{
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var item = inventory.GetSlotItem(slot);
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if (item == null)
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{
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if(!invSystem.TryGetSlotEntity(player, slot.Name, out var item))
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continue;
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}
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if (sEntityManager.HasComponent<PDAComponent>(item.Owner))
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if (sEntityManager.HasComponent<PDAComponent>(item))
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{
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inventory.ForceUnequip(slot);
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invSystem.TryUnequip(player, slot.Name, force: true);
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}
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}
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