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:
@@ -3,6 +3,7 @@ using System.Collections.Generic;
|
||||
using Content.Shared.Hands;
|
||||
using Content.Shared.Hands.Components;
|
||||
using Content.Shared.Inventory;
|
||||
using Robust.Shared.Analyzers;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Log;
|
||||
@@ -23,7 +24,7 @@ namespace Content.Shared.Actions.Components
|
||||
/// Currently only maintained server side and not synced to client, as are all the equip/unequip events.
|
||||
/// </summary>
|
||||
[RegisterComponent]
|
||||
public class ItemActionsComponent : Component, IEquippedHand, IEquipped, IUnequipped, IUnequippedHand
|
||||
public class ItemActionsComponent : Component, IEquippedHand, IUnequippedHand
|
||||
{
|
||||
public override string Name => "ItemActions";
|
||||
|
||||
@@ -34,22 +35,19 @@ namespace Content.Shared.Actions.Components
|
||||
/// </summary>
|
||||
public IEnumerable<ItemActionConfig> ActionConfigs => _actionConfigs;
|
||||
|
||||
public bool IsEquipped => InSlot != EquipmentSlotDefines.Slots.NONE || InHand != null;
|
||||
/// <summary>
|
||||
/// Slot currently equipped to, NONE if not equipped to an equip slot.
|
||||
/// </summary>
|
||||
public EquipmentSlotDefines.Slots InSlot { get; private set; }
|
||||
public bool IsEquipped;
|
||||
|
||||
/// <summary>
|
||||
/// hand it's currently in, null if not in a hand.
|
||||
/// </summary>
|
||||
public HandState? InHand { get; private set; }
|
||||
public HandState? InHand;
|
||||
|
||||
/// <summary>
|
||||
/// Entity currently holding this in hand or equip slot. Null if not held.
|
||||
/// </summary>
|
||||
public EntityUid? Holder { get; private set; }
|
||||
public EntityUid? Holder;
|
||||
// cached actions component of the holder, since we'll need to access it frequently
|
||||
private SharedActionsComponent? _holderActionsComponent;
|
||||
public SharedActionsComponent? HolderActionsComponent;
|
||||
|
||||
[DataField("actions")]
|
||||
private List<ItemActionConfig> _actionConfigs
|
||||
@@ -81,21 +79,21 @@ namespace Content.Shared.Actions.Components
|
||||
RevokeAllFromHolder();
|
||||
}
|
||||
|
||||
private void GrantOrUpdateAllToHolder()
|
||||
public void GrantOrUpdateAllToHolder()
|
||||
{
|
||||
if (_holderActionsComponent == null) return;
|
||||
if (HolderActionsComponent == null) return;
|
||||
foreach (var (actionType, state) in _actions)
|
||||
{
|
||||
_holderActionsComponent.GrantOrUpdateItemAction(actionType, Owner, state);
|
||||
HolderActionsComponent.GrantOrUpdateItemAction(actionType, Owner, state);
|
||||
}
|
||||
}
|
||||
|
||||
private void RevokeAllFromHolder()
|
||||
public void RevokeAllFromHolder()
|
||||
{
|
||||
if (_holderActionsComponent == null) return;
|
||||
if (HolderActionsComponent == null) return;
|
||||
foreach (var (actionType, state) in _actions)
|
||||
{
|
||||
_holderActionsComponent.RevokeItemAction(actionType, Owner);
|
||||
HolderActionsComponent.RevokeItemAction(actionType, Owner);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -152,7 +150,7 @@ namespace Content.Shared.Actions.Components
|
||||
if (!dirty) return;
|
||||
|
||||
_actions[actionType] = actionState;
|
||||
_holderActionsComponent?.GrantOrUpdateItemAction(actionType, Owner, actionState);
|
||||
HolderActionsComponent?.GrantOrUpdateItemAction(actionType, Owner, actionState);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -187,40 +185,18 @@ namespace Content.Shared.Actions.Components
|
||||
if (!IoCManager.Resolve<IEntityManager>().TryGetComponent<SharedActionsComponent?>(eventArgs.User, out var actionsComponent))
|
||||
return;
|
||||
Holder = eventArgs.User;
|
||||
_holderActionsComponent = actionsComponent;
|
||||
InSlot = EquipmentSlotDefines.Slots.NONE;
|
||||
HolderActionsComponent = actionsComponent;
|
||||
IsEquipped = true;
|
||||
InHand = eventArgs.Hand;
|
||||
GrantOrUpdateAllToHolder();
|
||||
}
|
||||
|
||||
void IEquipped.Equipped(EquippedEventArgs eventArgs)
|
||||
{
|
||||
// this entity cannot be granted actions if no actions component
|
||||
if (!IoCManager.Resolve<IEntityManager>().TryGetComponent<SharedActionsComponent?>(eventArgs.User, out var actionsComponent))
|
||||
return;
|
||||
Holder = eventArgs.User;
|
||||
_holderActionsComponent = actionsComponent;
|
||||
InSlot = eventArgs.Slot;
|
||||
InHand = null;
|
||||
GrantOrUpdateAllToHolder();
|
||||
}
|
||||
|
||||
void IUnequipped.Unequipped(UnequippedEventArgs eventArgs)
|
||||
{
|
||||
RevokeAllFromHolder();
|
||||
Holder = null;
|
||||
_holderActionsComponent = null;
|
||||
InSlot = EquipmentSlotDefines.Slots.NONE;
|
||||
InHand = null;
|
||||
|
||||
}
|
||||
|
||||
void IUnequippedHand.UnequippedHand(UnequippedHandEventArgs eventArgs)
|
||||
{
|
||||
RevokeAllFromHolder();
|
||||
Holder = null;
|
||||
_holderActionsComponent = null;
|
||||
InSlot = EquipmentSlotDefines.Slots.NONE;
|
||||
HolderActionsComponent = null;
|
||||
IsEquipped = false;
|
||||
InHand = null;
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user