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

@@ -4,8 +4,6 @@ using System.Linq;
using Content.Server.Atmos.EntitySystems;
using Content.Server.Chat.Managers;
using Content.Server.Hands.Components;
using Content.Server.Inventory.Components;
using Content.Server.Items;
using Content.Server.PDA;
using Content.Server.Players;
using Content.Server.Spawners.Components;
@@ -42,6 +40,7 @@ public class TraitorDeathMatchRuleSystem : GameRuleSystem
[Dependency] private readonly IRobustRandom _robustRandom = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly MaxTimeRestartRuleSystem _restarter = default!;
[Dependency] private readonly InventorySystem _inventory = default!;
public override string Prototype => "TraitorDeathMatch";
@@ -86,13 +85,13 @@ public class TraitorDeathMatchRuleSystem : GameRuleSystem
// Delete anything that may contain "dangerous" role-specific items.
// (This includes the PDA, as everybody gets the captain PDA in this mode for true-all-access reasons.)
if (mind.OwnedEntity is {Valid: true} owned && TryComp(owned, out InventoryComponent? inventory))
if (mind.OwnedEntity is {Valid: true} owned)
{
var victimSlots = new[] {EquipmentSlotDefines.Slots.IDCARD, EquipmentSlotDefines.Slots.BELT, EquipmentSlotDefines.Slots.BACKPACK};
var victimSlots = new[] {"id", "belt", "back"};
foreach (var slot in victimSlots)
{
if (inventory.TryGetSlotItem(slot, out ItemComponent? vItem))
Del(vItem.Owner);
if(_inventory.TryUnequip(owned, slot, out var entityUid, true, true))
Del(entityUid.Value);
}
// Replace their items:
@@ -101,15 +100,15 @@ public class TraitorDeathMatchRuleSystem : GameRuleSystem
// pda
var newPDA = Spawn(PDAPrototypeName, ownedCoords);
inventory.Equip(EquipmentSlotDefines.Slots.IDCARD, Comp<ItemComponent>(newPDA));
_inventory.TryEquip(owned, newPDA, "id", true);
// belt
var newTmp = Spawn(BeltPrototypeName, ownedCoords);
inventory.Equip(EquipmentSlotDefines.Slots.BELT, Comp<ItemComponent>(newTmp));
_inventory.TryEquip(owned, newTmp, "belt", true);
// backpack
newTmp = Spawn(BackpackPrototypeName, ownedCoords);
inventory.Equip(EquipmentSlotDefines.Slots.BACKPACK, Comp<ItemComponent>(newTmp));
_inventory.TryEquip(owned, newTmp, "back", true);
// Like normal traitors, they need access to a traitor account.
var uplinkAccount = new UplinkAccount(startingBalance, owned);