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

@@ -1,5 +1,7 @@
using Content.Server.Body.Components;
using Content.Server.Body.Systems;
using Content.Shared.Inventory;
using Robust.Shared.Analyzers;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Serialization.Manager.Attributes;
@@ -10,7 +12,7 @@ namespace Content.Server.Atmos.Components
/// Used in internals as breath tool.
/// </summary>
[RegisterComponent]
public class BreathToolComponent : Component, IEquipped, IUnequipped
public class BreathToolComponent : Component
{
[Dependency] private readonly IEntityManager _entities = default!;
@@ -18,11 +20,11 @@ namespace Content.Server.Atmos.Components
/// Tool is functional only in allowed slots
/// </summary>
[DataField("allowedSlots")]
private EquipmentSlotDefines.SlotFlags _allowedSlots = EquipmentSlotDefines.SlotFlags.MASK;
public SlotFlags AllowedSlots = SlotFlags.MASK;
public override string Name => "BreathMask";
public bool IsFunctional { get; private set; }
public EntityUid ConnectedInternalsEntity { get; private set; }
public bool IsFunctional;
public EntityUid ConnectedInternalsEntity;
protected override void Shutdown()
{
@@ -30,23 +32,6 @@ namespace Content.Server.Atmos.Components
DisconnectInternals();
}
void IEquipped.Equipped(EquippedEventArgs eventArgs)
{
if ((EquipmentSlotDefines.SlotMasks[eventArgs.Slot] & _allowedSlots) != _allowedSlots) return;
IsFunctional = true;
if (_entities.TryGetComponent(eventArgs.User, out InternalsComponent? internals))
{
ConnectedInternalsEntity = eventArgs.User;
internals.ConnectBreathTool(Owner);
}
}
void IUnequipped.Unequipped(UnequippedEventArgs eventArgs)
{
DisconnectInternals();
}
public void DisconnectInternals()
{
var old = ConnectedInternalsEntity;