Files
tbd-station-14/Content.Shared/Inventory/InventoryComponent.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

41 lines
1.3 KiB
C#

using System.Linq;
using Content.Shared.Acts;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Shared.Inventory;
public class InventoryComponent : Component, IExAct
{
[Dependency] private readonly IEntityManager _entityManager = default!;
public sealed override string Name => "Inventory";
[DataField("templateId", required: true,
customTypeSerializer: typeof(PrototypeIdSerializer<InventoryTemplatePrototype>))]
public string TemplateId { get; } = "human";
void IExAct.OnExplosion(ExplosionEventArgs eventArgs)
{
if (eventArgs.Severity < ExplosionSeverity.Heavy)
{
return;
}
if (EntitySystem.Get<InventorySystem>()
.TryGetContainerSlotEnumerator(Owner, out var enumerator, this))
{
while (enumerator.MoveNext(out var container))
{
if (!container.ContainedEntity.HasValue) continue;
foreach (var exAct in _entityManager.GetComponents<IExAct>(container.ContainedEntity.Value).ToArray())
{
exAct.OnExplosion(eventArgs);
}
}
}
}
}