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:
@@ -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();
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user