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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@@ -1,18 +1,19 @@
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using Content.Server.Inventory.Components;
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using Content.Server.Items;
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using Content.Shared.Hands.Components;
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using Content.Shared.Inventory;
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using Content.Shared.PDA;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Localization;
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using System.Diagnostics.CodeAnalysis;
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using Content.Shared.Access.Components;
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using Content.Shared.Access.Systems;
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using Content.Shared.PDA;
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using Robust.Shared.IoC;
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namespace Content.Server.Access.Systems
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{
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public class IdCardSystem : SharedIdCardSystem
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{
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[Dependency] private readonly InventorySystem _inventorySystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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@@ -101,7 +102,12 @@ namespace Content.Server.Access.Systems
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return true;
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// check inventory slot?
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return TryGetIdCardSlot(uid, out idCard);
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if (_inventorySystem.TryGetSlotEntity(uid, "id", out var idUid) && TryGetIdCard(idUid.Value, out idCard))
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{
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return true;
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}
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return false;
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}
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/// <summary>
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@@ -121,17 +127,5 @@ namespace Content.Server.Access.Systems
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return false;
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}
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/// <summary>
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/// Try get id card from mobs ID inventory slot
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/// </summary>
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public bool TryGetIdCardSlot(EntityUid uid, [NotNullWhen(true)] out IdCardComponent? idCard)
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{
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idCard = null;
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return EntityManager.TryGetComponent(uid, out InventoryComponent? inventoryComponent) &&
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inventoryComponent.HasSlot(EquipmentSlotDefines.Slots.IDCARD) &&
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inventoryComponent.TryGetSlotItem(EquipmentSlotDefines.Slots.IDCARD, out ItemComponent? item) &&
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TryGetIdCard(item.Owner, out idCard);
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}
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}
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}
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