* 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>
71 lines
2.5 KiB
C#
71 lines
2.5 KiB
C#
using Content.Server.Atmos;
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using Content.Server.Hands.Components;
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using Content.Server.Interaction;
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using Content.Server.Storage.Components;
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using Content.Server.Temperature.Systems;
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using Content.Shared.Inventory;
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using Content.Shared.Inventory.Events;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using InventoryComponent = Content.Shared.Inventory.InventoryComponent;
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namespace Content.Server.Inventory
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{
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class ServerInventorySystem : InventorySystem
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{
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[Dependency] private readonly InteractionSystem _interactionSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<InventoryComponent, HighPressureEvent>(RelayInventoryEvent);
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SubscribeLocalEvent<InventoryComponent, LowPressureEvent>(RelayInventoryEvent);
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SubscribeLocalEvent<InventoryComponent, ModifyChangedTemperatureEvent>(RelayInventoryEvent);
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SubscribeNetworkEvent<TryEquipNetworkMessage>(OnNetworkEquip);
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SubscribeNetworkEvent<TryUnequipNetworkMessage>(OnNetworkUnequip);
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SubscribeNetworkEvent<OpenSlotStorageNetworkMessage>(OnOpenSlotStorage);
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SubscribeNetworkEvent<UseSlotNetworkMessage>(OnUseSlot);
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}
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private void OnUseSlot(UseSlotNetworkMessage ev)
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{
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if (!TryComp<HandsComponent>(ev.Uid, out var hands) || !TryGetSlotEntity(ev.Uid, ev.Slot, out var itemUid))
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return;
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var activeHand = hands.GetActiveHand;
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if (activeHand != null)
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{
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_interactionSystem.InteractUsing(ev.Uid, activeHand.Owner, itemUid.Value,
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new EntityCoordinates());
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}
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else if (TryUnequip(ev.Uid, ev.Slot))
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{
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hands.PutInHand(itemUid.Value);
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}
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}
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private void OnOpenSlotStorage(OpenSlotStorageNetworkMessage ev)
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{
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if (TryGetSlotEntity(ev.Uid, ev.Slot, out var entityUid) && TryComp<ServerStorageComponent>(entityUid, out var storageComponent))
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{
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storageComponent.OpenStorageUI(ev.Uid);
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}
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}
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private void OnNetworkUnequip(TryUnequipNetworkMessage ev)
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{
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TryUnequip(ev.Actor, ev.Target, ev.Slot, ev.Silent, ev.Force);
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}
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private void OnNetworkEquip(TryEquipNetworkMessage ev)
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{
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TryEquip(ev.Actor, ev.Target, ev.ItemUid, ev.Slot, ev.Silent, ev.Force);
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}
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}
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}
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