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