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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@@ -1,5 +1,4 @@
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using System.Threading.Tasks;
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using Content.Server.Inventory.Components;
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using Content.Server.Mind.Components;
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using Content.Server.Traitor.Uplink.Account;
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using Content.Server.Traitor.Uplink.Components;
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@@ -9,6 +8,7 @@ using Content.Shared.Popups;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using InventoryComponent = Content.Shared.Inventory.InventoryComponent;
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namespace Content.Server.TraitorDeathMatch.Components
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{
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@@ -22,13 +22,6 @@ namespace Content.Server.TraitorDeathMatch.Components
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async Task<bool> IInteractUsing.InteractUsing(InteractUsingEventArgs eventArgs)
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{
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if (!_entMan.TryGetComponent<InventoryComponent?>(eventArgs.User, out var userInv))
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{
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Owner.PopupMessage(eventArgs.User, Loc.GetString("traitor-death-match-redemption-component-interact-using-main-message",
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("secondMessage", Loc.GetString("traitor-death-match-redemption-component-interact-using-no-inventory-message"))));
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return false;
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}
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if (!_entMan.TryGetComponent<MindComponent?>(eventArgs.User, out var userMindComponent))
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{
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Owner.PopupMessage(eventArgs.User, Loc.GetString("traitor-death-match-redemption-component-interact-using-main-message",
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@@ -66,10 +59,13 @@ namespace Content.Server.TraitorDeathMatch.Components
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}
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UplinkComponent? userUplink = null;
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var invSystem = EntitySystem.Get<InventorySystem>();
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if (userInv.GetSlotItem(EquipmentSlotDefines.Slots.IDCARD)?.Owner is {Valid: true} userPDAEntity)
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if (_entMan.TryGetComponent<UplinkComponent?>(userPDAEntity, out var userUplinkComponent))
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userUplink = userUplinkComponent;
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if (invSystem.TryGetSlotEntity(eventArgs.User, "id", out var pdaUid) &&
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_entMan.TryGetComponent<UplinkComponent>(pdaUid, out var userUplinkComponent))
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{
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userUplink = userUplinkComponent;
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}
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if (userUplink == null)
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{
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