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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@@ -4,12 +4,12 @@ using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using Content.Server.Act;
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using Content.Server.Interaction;
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using Content.Server.Items;
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using Content.Server.Popups;
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using Content.Server.Pulling;
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using Content.Shared.Audio;
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using Content.Shared.Body.Part;
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using Content.Shared.Hands.Components;
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using Content.Shared.Item;
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using Content.Shared.Popups;
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using Content.Shared.Pulling.Components;
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using Content.Shared.Sound;
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@@ -39,7 +39,7 @@ namespace Content.Server.Hands.Components
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protected override void OnHeldEntityRemovedFromHand(EntityUid heldEntity, HandState handState)
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{
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if (_entities.TryGetComponent(heldEntity, out ItemComponent? item))
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if (_entities.TryGetComponent(heldEntity, out SharedItemComponent? item))
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{
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item.RemovedFromSlot();
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_entitySystemManager.GetEntitySystem<InteractionSystem>().UnequippedHandInteraction(Owner, heldEntity, handState);
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@@ -153,19 +153,19 @@ namespace Content.Server.Hands.Components
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/// <summary>
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/// Tries to get the ItemComponent on the entity held by a hand.
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/// </summary>
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public ItemComponent? GetItem(string handName)
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public SharedItemComponent? GetItem(string handName)
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{
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if (!TryGetHeldEntity(handName, out var heldEntity))
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return null;
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_entities.TryGetComponent(heldEntity, out ItemComponent? item);
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_entities.TryGetComponent(heldEntity, out SharedItemComponent? item);
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return item;
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}
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/// <summary>
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/// Tries to get the ItemComponent on the entity held by a hand.
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/// </summary>
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public bool TryGetItem(string handName, [NotNullWhen(true)] out ItemComponent? item)
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public bool TryGetItem(string handName, [NotNullWhen(true)] out SharedItemComponent? item)
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{
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item = null;
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@@ -178,23 +178,23 @@ namespace Content.Server.Hands.Components
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/// <summary>
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/// Tries to get the ItemComponent off the entity in the active hand.
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/// </summary>
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public ItemComponent? GetActiveHand
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public SharedItemComponent? GetActiveHand
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{
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get
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{
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if (!TryGetActiveHeldEntity(out var heldEntity))
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return null;
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_entities.TryGetComponent(heldEntity, out ItemComponent? item);
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_entities.TryGetComponent(heldEntity, out SharedItemComponent? item);
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return item;
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}
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}
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public IEnumerable<ItemComponent> GetAllHeldItems()
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public IEnumerable<SharedItemComponent> GetAllHeldItems()
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{
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foreach (var entity in GetAllHeldEntities())
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{
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if (_entities.TryGetComponent(entity, out ItemComponent? item))
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if (_entities.TryGetComponent(entity, out SharedItemComponent? item))
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yield return item;
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}
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}
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@@ -202,7 +202,7 @@ namespace Content.Server.Hands.Components
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/// <summary>
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/// Checks if any hand can pick up an item.
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/// </summary>
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public bool CanPutInHand(ItemComponent item, bool mobCheck = true)
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public bool CanPutInHand(SharedItemComponent item, bool mobCheck = true)
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{
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var entity = item.Owner;
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