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

@@ -2,11 +2,10 @@ using System;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Content.Shared.Access.Components;
using Content.Shared.Hands.Components;
using Content.Shared.Inventory;
using Content.Shared.Item;
using Content.Shared.PDA;
using Content.Shared.Access.Components;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Log;
@@ -17,6 +16,7 @@ namespace Content.Shared.Access.Systems
public class AccessReaderSystem : EntitySystem
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly InventorySystem _inventorySystem = default!;
public override void Initialize()
{
@@ -78,15 +78,8 @@ namespace Content.Shared.Access.Systems
}
// maybe its inside an inventory slot?
if (EntityManager.TryGetComponent(uid, out SharedInventoryComponent? inventoryComponent))
{
if (inventoryComponent.TryGetSlot(EquipmentSlotDefines.Slots.IDCARD, out var entity) &&
FindAccessTagsItem(entity.Value, out tags)
)
{
return tags;
}
}
if (_inventorySystem.TryGetSlotEntity(uid, "id", out var idUid) && FindAccessTagsItem(idUid.Value, out tags))
return tags;
return Array.Empty<string>();
}