UseDelay + ItemCooldown merge (#22502)

This commit is contained in:
AJCM-git
2024-01-03 21:33:09 -04:00
committed by GitHub
parent 42ec9b2967
commit 9c522c8b19
80 changed files with 324 additions and 589 deletions

View File

@@ -4,18 +4,13 @@ using Content.Shared.Hands;
using Content.Shared.Hands.Components;
using Content.Shared.Hands.EntitySystems;
using Content.Shared.Interaction;
using Content.Shared.Interaction.Events;
using Content.Shared.Inventory.Events;
using Content.Shared.Item;
using Content.Shared.Movement.Systems;
using Content.Shared.Popups;
using Content.Shared.Strip.Components;
using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Containers;
using Robust.Shared.Network;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
@@ -31,7 +26,6 @@ public abstract partial class InventorySystem
[Dependency] private readonly SharedContainerSystem _containerSystem = default!;
[Dependency] private readonly SharedHandsSystem _handsSystem = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly INetManager _netMan = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
[ValidatePrototypeId<ItemSizePrototype>]
@@ -46,41 +40,6 @@ public abstract partial class InventorySystem
SubscribeAllEvent<UseSlotNetworkMessage>(OnUseSlot);
}
protected void QuickEquip(EntityUid uid, ClothingComponent component, UseInHandEvent args)
{
if (!TryComp(args.User, out InventoryComponent? inv) || !HasComp<HandsComponent>(args.User))
return;
foreach (var slotDef in inv.Slots)
{
if (!CanEquip(args.User, uid, slotDef.Name, out _, slotDef, inv))
continue;
if (TryGetSlotEntity(args.User, slotDef.Name, out var slotEntity, inv))
{
// Item in slot has to be quick equipable as well
if (TryComp(slotEntity, out ClothingComponent? item) && !item.QuickEquip)
continue;
if (!TryUnequip(args.User, slotDef.Name, true, inventory: inv))
continue;
if (!TryEquip(args.User, uid, slotDef.Name, true, inventory: inv))
continue;
_handsSystem.PickupOrDrop(args.User, slotEntity.Value);
}
else
{
if (!TryEquip(args.User, uid, slotDef.Name, true, inventory: inv))
continue;
}
args.Handled = true;
break;
}
}
private void OnEntRemoved(EntityUid uid, InventoryComponent component, EntRemovedFromContainerMessage args)
{
if(!TryGetSlot(uid, args.Container.ID, out var slotDef, inventory: component))