* add notification for dependent wearables being dropped * fix dropped item popup redundancy - did a check to see if any item was dropped, instead of making a notification for each item being dropped. * change popup to client-only variant * fix redundant messages, add plural locale string * fix conventions, fix locale input to be more intuitive --------- Co-authored-by: Justin <justinbrick1@gmail.com>
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@@ -47,7 +47,7 @@ public abstract partial class InventorySystem
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private void OnEntRemoved(EntityUid uid, InventoryComponent component, EntRemovedFromContainerMessage args)
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{
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if(!TryGetSlot(uid, args.Container.ID, out var slotDef, inventory: component))
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if (!TryGetSlot(uid, args.Container.ID, out var slotDef, inventory: component))
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return;
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var unequippedEvent = new DidUnequipEvent(uid, args.Entity, slotDef);
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@@ -59,8 +59,8 @@ public abstract partial class InventorySystem
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private void OnEntInserted(EntityUid uid, InventoryComponent component, EntInsertedIntoContainerMessage args)
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{
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if(!TryGetSlot(uid, args.Container.ID, out var slotDef, inventory: component))
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return;
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if (!TryGetSlot(uid, args.Container.ID, out var slotDef, inventory: component))
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return;
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var equippedEvent = new DidEquipEvent(uid, args.Entity, slotDef);
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RaiseLocalEvent(uid, equippedEvent, true);
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@@ -118,7 +118,7 @@ public abstract partial class InventorySystem
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RaiseLocalEvent(held.Value, new HandDeselectedEvent(actor));
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TryEquip(actor, actor, held.Value, ev.Slot, predicted: true, inventory: inventory, force: true, checkDoafter:true);
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TryEquip(actor, actor, held.Value, ev.Slot, predicted: true, inventory: inventory, force: true, checkDoafter: true);
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}
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public bool TryEquip(EntityUid uid, EntityUid itemUid, string slot, bool silent = false, bool force = false, bool predicted = false,
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@@ -365,6 +365,25 @@ public abstract partial class InventorySystem
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ClothingComponent? clothing = null,
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bool reparent = true,
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bool checkDoafter = false)
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{
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var itemsDropped = 0;
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return TryUnequip(actor, target, slot, out removedItem, ref itemsDropped,
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silent, force, predicted, inventory, clothing, reparent, checkDoafter);
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}
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private bool TryUnequip(
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EntityUid actor,
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EntityUid target,
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string slot,
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[NotNullWhen(true)] out EntityUid? removedItem,
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ref int itemsDropped,
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bool silent = false,
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bool force = false,
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bool predicted = false,
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InventoryComponent? inventory = null,
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ClothingComponent? clothing = null,
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bool reparent = true,
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bool checkDoafter = false)
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{
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removedItem = null;
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@@ -423,17 +442,27 @@ public abstract partial class InventorySystem
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return false;
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}
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if (!_containerSystem.Remove(removedItem.Value, slotContainer, force: force, reparent: reparent))
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return false;
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// this is in order to keep track of whether this is the first instance of a recursion call
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var firstRun = itemsDropped == 0;
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++itemsDropped;
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foreach (var slotDef in inventory.Slots)
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{
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if (slotDef != slotDefinition && slotDef.DependsOn == slotDefinition.Name)
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{
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//this recursive call might be risky
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TryUnequip(actor, target, slotDef.Name, true, true, predicted, inventory, reparent: reparent);
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TryUnequip(actor, target, slotDef.Name, out _, ref itemsDropped, true, true, predicted, inventory, reparent: reparent);
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}
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}
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if (!_containerSystem.Remove(removedItem.Value, slotContainer, force: force, reparent: reparent))
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return false;
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// we check if any items were dropped, and make a popup if they were.
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// the reason we check for > 1 is because the first item is always the one we are trying to unequip,
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// whereas we only want to notify for extra dropped items.
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if (!silent && _gameTiming.IsFirstTimePredicted && firstRun && itemsDropped > 1)
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_popup.PopupClient(Loc.GetString("inventory-component-dropped-from-unequip", ("items", itemsDropped - 1)), target, target);
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// TODO: Inventory needs a hot cleanup hoo boy
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// Check if something else (AKA toggleable) dumped it into a container.
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@@ -466,7 +495,7 @@ public abstract partial class InventorySystem
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if ((containerSlot == null || slotDefinition == null) && !TryGetSlotContainer(target, slot, out containerSlot, out slotDefinition, inventory))
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return false;
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if (containerSlot.ContainedEntity is not {} itemUid)
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if (containerSlot.ContainedEntity is not { } itemUid)
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return false;
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if (!_containerSystem.CanRemove(itemUid, containerSlot))
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