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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40
Content.Shared/Inventory/InventoryComponent.cs
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40
Content.Shared/Inventory/InventoryComponent.cs
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using System.Linq;
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using Content.Shared.Acts;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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namespace Content.Shared.Inventory;
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public class InventoryComponent : Component, IExAct
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{
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[Dependency] private readonly IEntityManager _entityManager = default!;
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public sealed override string Name => "Inventory";
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[DataField("templateId", required: true,
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customTypeSerializer: typeof(PrototypeIdSerializer<InventoryTemplatePrototype>))]
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public string TemplateId { get; } = "human";
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void IExAct.OnExplosion(ExplosionEventArgs eventArgs)
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{
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if (eventArgs.Severity < ExplosionSeverity.Heavy)
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{
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return;
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}
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if (EntitySystem.Get<InventorySystem>()
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.TryGetContainerSlotEnumerator(Owner, out var enumerator, this))
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{
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while (enumerator.MoveNext(out var container))
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{
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if (!container.ContainedEntity.HasValue) continue;
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foreach (var exAct in _entityManager.GetComponents<IExAct>(container.ContainedEntity.Value).ToArray())
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{
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exAct.OnExplosion(eventArgs);
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}
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}
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}
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}
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}
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