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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@@ -1,7 +1,5 @@
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using Content.Server.Administration.UI;
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using Content.Server.EUI;
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using Content.Server.Inventory.Components;
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using Content.Server.Items;
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using Content.Server.Preferences.Managers;
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using Content.Shared.Administration;
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using Content.Shared.Inventory;
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@@ -15,6 +13,7 @@ using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Prototypes;
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using InventoryComponent = Content.Shared.Inventory.InventoryComponent;
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namespace Content.Server.Administration.Commands
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{
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@@ -88,23 +87,27 @@ namespace Content.Server.Administration.Commands
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profile = prefs.SelectedCharacter as HumanoidCharacterProfile;
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}
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foreach (var slot in inventoryComponent.Slots)
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var invSystem = EntitySystem.Get<InventorySystem>();
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if (invSystem.TryGetSlots(target, out var slotDefinitions, inventoryComponent))
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{
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inventoryComponent.ForceUnequip(slot);
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var gearStr = startingGear.GetGear(slot, profile);
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if (gearStr == string.Empty)
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foreach (var slot in slotDefinitions)
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{
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continue;
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}
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var equipmentEntity = entityManager.SpawnEntity(gearStr, entityManager.GetComponent<TransformComponent>(target).Coordinates);
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if (slot == EquipmentSlotDefines.Slots.IDCARD &&
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entityManager.TryGetComponent<PDAComponent?>(equipmentEntity, out var pdaComponent) &&
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pdaComponent.ContainedID != null)
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{
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pdaComponent.ContainedID.FullName = entityManager.GetComponent<MetaDataComponent>(target).EntityName;
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}
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invSystem.TryUnequip(target, slot.Name, true, true, inventoryComponent);
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var gearStr = startingGear.GetGear(slot.Name, profile);
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if (gearStr == string.Empty)
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{
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continue;
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}
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var equipmentEntity = entityManager.SpawnEntity(gearStr, entityManager.GetComponent<TransformComponent>(target).Coordinates);
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if (slot.Name == "id" &&
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entityManager.TryGetComponent<PDAComponent?>(equipmentEntity, out var pdaComponent) &&
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pdaComponent.ContainedID != null)
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{
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pdaComponent.ContainedID.FullName = entityManager.GetComponent<MetaDataComponent>(target).EntityName;
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}
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inventoryComponent.Equip(slot, entityManager.GetComponent<ItemComponent>(equipmentEntity), false);
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invSystem.TryEquip(target, equipmentEntity, slot.Name, true, inventory: inventoryComponent);
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}
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}
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}
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}
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