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

@@ -4,7 +4,6 @@ using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
using Robust.Shared.ViewVariables;
using static Content.Shared.Inventory.EquipmentSlotDefines;
namespace Content.Shared.Roles
{
@@ -12,7 +11,7 @@ namespace Content.Shared.Roles
public class StartingGearPrototype : IPrototype
{
// TODO: Custom TypeSerializer for dictionary value prototype IDs
[DataField("equipment")] private Dictionary<Slots, string> _equipment = new();
[DataField("equipment")] private Dictionary<string, string> _equipment = new();
/// <summary>
/// if empty, there is no skirt override - instead the uniform provided in equipment is added.
@@ -37,26 +36,19 @@ namespace Content.Shared.Roles
[DataField("id", required: true)]
public string ID { get; } = string.Empty;
public string GetGear(Slots slot, HumanoidCharacterProfile? profile)
public string GetGear(string slot, HumanoidCharacterProfile? profile)
{
if (profile != null)
{
if (slot == Slots.INNERCLOTHING && profile.Clothing == ClothingPreference.Jumpskirt && !string.IsNullOrEmpty(_innerClothingSkirt))
if (slot == "jumpsuit" && profile.Clothing == ClothingPreference.Jumpskirt && !string.IsNullOrEmpty(_innerClothingSkirt))
return _innerClothingSkirt;
if (slot == Slots.BACKPACK && profile.Backpack == BackpackPreference.Satchel && !string.IsNullOrEmpty(_satchel))
if (slot == "back" && profile.Backpack == BackpackPreference.Satchel && !string.IsNullOrEmpty(_satchel))
return _satchel;
if (slot == Slots.BACKPACK && profile.Backpack == BackpackPreference.Duffelbag && !string.IsNullOrEmpty(_duffelbag))
if (slot == "back" && profile.Backpack == BackpackPreference.Duffelbag && !string.IsNullOrEmpty(_duffelbag))
return _duffelbag;
}
if (_equipment.ContainsKey(slot))
{
return _equipment[slot];
}
else
{
return "";
}
return _equipment.TryGetValue(slot, out var equipment) ? equipment : string.Empty;
}
}
}