Files
tbd-station-14/Content.Server/Inventory/ServerInventorySystem.cs
Paul Ritter 512d6a38c3 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>
2021-12-30 22:56:10 +01:00

71 lines
2.5 KiB
C#

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