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

@@ -1,12 +1,9 @@
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using Content.Server.Body.Components;
using Content.Server.Body.Systems;
using Content.Server.Chemistry.EntitySystems;
using Content.Server.DoAfter;
using Content.Server.Hands.Components;
using Content.Server.Inventory.Components;
using Content.Server.Items;
using Content.Server.Nutrition.Components;
using Content.Server.Popups;
using Content.Shared.ActionBlocker;
@@ -17,20 +14,17 @@ using Content.Shared.Database;
using Content.Shared.FixedPoint;
using Content.Shared.Interaction;
using Content.Shared.Interaction.Helpers;
using Content.Shared.Inventory;
using Content.Shared.MobState.Components;
using Content.Shared.Tag;
using Content.Shared.Verbs;
using Robust.Shared.Audio;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Player;
using System.Collections.Generic;
using Robust.Shared.Utility;
using Content.Server.Inventory.Components;
using Content.Shared.Inventory;
using Content.Shared.Hands;
using Content.Shared.Inventory;
using Content.Shared.Item;
namespace Content.Server.Nutrition.EntitySystems
{
@@ -47,6 +41,7 @@ namespace Content.Server.Nutrition.EntitySystems
[Dependency] private readonly DoAfterSystem _doAfterSystem = default!;
[Dependency] private readonly SharedAdminLogSystem _logSystem = default!;
[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
[Dependency] private readonly InventorySystem _inventorySystem = default!;
public override void Initialize()
{
@@ -228,7 +223,7 @@ namespace Content.Server.Nutrition.EntitySystems
EntityManager.DeleteEntity((component).Owner);
// Put the trash in the user's hand
if (EntityManager.TryGetComponent(finisher, out ItemComponent? item) &&
if (EntityManager.TryGetComponent(finisher, out SharedItemComponent? item) &&
handsComponent.CanPutInHand(item))
{
handsComponent.PutInHand(item);
@@ -485,20 +480,20 @@ namespace Content.Server.Nutrition.EntitySystems
IngestionBlockerComponent blocker;
if (component.TryGetSlotItem(EquipmentSlotDefines.Slots.MASK, out ItemComponent? mask) &&
EntityManager.TryGetComponent(mask.Owner, out blocker) &&
if (_inventorySystem.TryGetSlotEntity(uid, "mask", out var maskUid) &&
EntityManager.TryGetComponent(maskUid, out blocker) &&
blocker.Enabled)
{
args.Blocker = mask.Owner;
args.Blocker = maskUid;
args.Cancel();
return;
}
if (component.TryGetSlotItem(EquipmentSlotDefines.Slots.HEAD, out ItemComponent? head) &&
EntityManager.TryGetComponent(head.Owner, out blocker) &&
if (_inventorySystem.TryGetSlotEntity(uid, "head", out var headUid) &&
EntityManager.TryGetComponent(headUid, out blocker) &&
blocker.Enabled)
{
args.Blocker = head.Owner;
args.Blocker = headUid;
args.Cancel();
}
}