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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@@ -1,8 +1,6 @@
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using System;
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using System.Collections.Generic;
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using Content.Server.Flash.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.Stunnable;
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using Content.Server.Weapon.Melee;
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using Content.Shared.Examine;
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@@ -20,6 +18,7 @@ using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Player;
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using Robust.Shared.Timing;
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using InventoryComponent = Content.Shared.Inventory.InventoryComponent;
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namespace Content.Server.Flash
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{
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@@ -28,6 +27,7 @@ namespace Content.Server.Flash
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[Dependency] private readonly IEntityLookup _entityLookup = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly StunSystem _stunSystem = default!;
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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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@@ -187,8 +187,8 @@ namespace Content.Server.Flash
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private void OnInventoryFlashAttempt(EntityUid uid, InventoryComponent component, FlashAttemptEvent args)
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{
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// Forward the event to the glasses, if any.
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if(component.TryGetSlotItem(EquipmentSlotDefines.Slots.EYES, out ItemComponent? glasses))
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RaiseLocalEvent(glasses.Owner, args);
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if(_inventorySystem.TryGetSlotEntity(uid, "eyes", out var slotEntity, component))
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RaiseLocalEvent(slotEntity.Value, args);
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}
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private void OnFlashImmunityFlashAttempt(EntityUid uid, FlashImmunityComponent component, FlashAttemptEvent args)
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