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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@@ -1,12 +1,12 @@
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using System.Linq;
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using Content.Server.GameTicking;
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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.Shared.Access;
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using Content.Shared.Access.Components;
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using Content.Shared.Access.Systems;
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using Content.Shared.Containers.ItemSlots;
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using Content.Shared.Inventory;
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using Content.Shared.Item;
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using Content.Shared.PDA;
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using Content.Shared.Sandbox;
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using Robust.Server.Console;
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@@ -19,7 +19,6 @@ using Robust.Shared.IoC;
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using Robust.Shared.Network;
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using Robust.Shared.Prototypes;
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using Robust.Shared.ViewVariables;
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using static Content.Shared.Inventory.EquipmentSlotDefines;
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namespace Content.Server.Sandbox
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{
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@@ -124,14 +123,15 @@ namespace Content.Server.Sandbox
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.EnumeratePrototypes<AccessLevelPrototype>()
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.Select(p => p.ID).ToArray();
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if (_entityManager.TryGetComponent(attached, out InventoryComponent? inv)
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&& inv.TryGetSlotItem(Slots.IDCARD, out ItemComponent? wornItem))
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var invSystem = EntitySystem.Get<InventorySystem>();
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if (invSystem.TryGetSlotEntity(attached, "id", out var slotEntity))
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{
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if (_entityManager.HasComponent<AccessComponent>(wornItem.Owner))
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if (_entityManager.HasComponent<AccessComponent>(slotEntity))
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{
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UpgradeId(wornItem.Owner);
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UpgradeId(slotEntity.Value);
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}
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else if (_entityManager.TryGetComponent(wornItem.Owner, out PDAComponent? pda))
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else if (_entityManager.TryGetComponent(slotEntity, out PDAComponent? pda))
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{
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if (pda.ContainedID == null)
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{
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@@ -139,7 +139,7 @@ namespace Content.Server.Sandbox
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if (_entityManager.TryGetComponent(pda.Owner, out ItemSlotsComponent? itemSlots))
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{
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_entityManager.EntitySysManager.GetEntitySystem<ItemSlotsSystem>().
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TryInsert(wornItem.Owner, pda.IdSlot, newID, null);
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TryInsert(slotEntity.Value, pda.IdSlot, newID, null);
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}
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}
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else
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@@ -151,9 +151,9 @@ namespace Content.Server.Sandbox
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else if (_entityManager.TryGetComponent<HandsComponent?>(attached, out var hands))
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{
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var card = CreateFreshId();
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if (!_entityManager.TryGetComponent(attached, out inv) || !inv.Equip(Slots.IDCARD, card))
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if (!invSystem.TryEquip(attached, card, "id", true, true))
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{
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hands.PutInHandOrDrop(_entityManager.GetComponent<ItemComponent>(card));
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hands.PutInHandOrDrop(_entityManager.GetComponent<SharedItemComponent>(card));
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}
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}
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