Files
tbd-station-14/Content.Shared/Inventory/Events/EquipAttemptEvents.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

63 lines
1.7 KiB
C#

using Robust.Shared.GameObjects;
namespace Content.Shared.Inventory.Events;
public abstract class EquipAttemptBase : CancellableEntityEventArgs
{
/// <summary>
/// The entity equipping.
/// </summary>
public readonly EntityUid Equipee;
/// <summary>
/// The entity being equipped to.
/// </summary>
public readonly EntityUid EquipTarget;
/// <summary>
/// The entity to be equipped.
/// </summary>
public readonly EntityUid Equipment;
/// <summary>
/// The slotFlags of the slot to equip the entity into.
/// </summary>
public readonly SlotFlags SlotFlags;
/// <summary>
/// The slot the entity is being equipped to.
/// </summary>
public readonly string Slot;
/// <summary>
/// If cancelling and wanting to provide a custom reason, use this field. Not that this expects a loc-id.
/// </summary>
public string? Reason;
public EquipAttemptBase(EntityUid equipee, EntityUid equipTarget, EntityUid equipment,
SlotDefinition slotDefinition)
{
EquipTarget = equipTarget;
Equipment = equipment;
Equipee = equipee;
SlotFlags = slotDefinition.SlotFlags;
Slot = slotDefinition.Name;
}
}
public class BeingEquippedAttemptEvent : EquipAttemptBase
{
public BeingEquippedAttemptEvent(EntityUid equipee, EntityUid equipTarget, EntityUid equipment,
SlotDefinition slotDefinition) : base(equipee, equipTarget, equipment, slotDefinition)
{
}
}
public class IsEquippingAttemptEvent : EquipAttemptBase
{
public IsEquippingAttemptEvent(EntityUid equipee, EntityUid equipTarget, EntityUid equipment,
SlotDefinition slotDefinition) : base(equipee, equipTarget, equipment, slotDefinition)
{
}
}