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

@@ -788,15 +788,25 @@ namespace Content.Shared.Hands.Components
return TryPutInActiveHandOrAny(item.Owner, checkActionBlocker);
}
/// <summary>
/// Tries to pick up an entity into the active hand. If it cannot, tries to pick up the entity into each other hand.
/// </summary>
public bool PutInHand(EntityUid uid, bool checkActionBlocker = true)
{
return TryPutInActiveHandOrAny(uid, checkActionBlocker);
}
/// <summary>
/// Puts an item any hand, prefering the active hand, or puts it on the floor under the player.
/// </summary>
public void PutInHandOrDrop(SharedItemComponent item, bool checkActionBlocker = true)
{
var entity = item.Owner;
public void PutInHandOrDrop(SharedItemComponent item, bool checkActionBlocker = true) =>
PutInHandOrDrop(item.Owner, checkActionBlocker);
public void PutInHandOrDrop(EntityUid uid, bool checkActionBlocker = true)
{
if (!TryPutInActiveHandOrAny(uid, checkActionBlocker))
_entMan.GetComponent<TransformComponent>(uid).Coordinates = _entMan.GetComponent<TransformComponent>(Owner).Coordinates;
if (!TryPutInActiveHandOrAny(entity, checkActionBlocker))
_entMan.GetComponent<TransformComponent>(entity).Coordinates = _entMan.GetComponent<TransformComponent>(Owner).Coordinates;
}
/// <summary>