diff --git a/Content.Server/Atmos/PressureEvent.cs b/Content.Server/Atmos/PressureEvent.cs
index 57cf060df1..72df9a01f4 100644
--- a/Content.Server/Atmos/PressureEvent.cs
+++ b/Content.Server/Atmos/PressureEvent.cs
@@ -1,8 +1,9 @@
-using Robust.Shared.GameObjects;
+using Content.Shared.Inventory;
+using Robust.Shared.GameObjects;
namespace Content.Server.Atmos
{
- public abstract class PressureEvent : EntityEventArgs
+ public abstract class PressureEvent : EntityEventArgs, IInventoryRelayEvent
{
///
/// The environment pressure.
@@ -28,6 +29,11 @@ namespace Content.Server.Atmos
///
public float Multiplier { get; set; } = 1f;
+ ///
+ /// The inventory slots that should be checked for pressure protecting equipment.
+ ///
+ public SlotFlags TargetSlots { get; } = ~SlotFlags.POCKET;
+
protected PressureEvent(float pressure)
{
Pressure = pressure;
diff --git a/Content.Server/Temperature/Systems/TemperatureSystem.cs b/Content.Server/Temperature/Systems/TemperatureSystem.cs
index eee2476d7e..8c044ef3dc 100644
--- a/Content.Server/Temperature/Systems/TemperatureSystem.cs
+++ b/Content.Server/Temperature/Systems/TemperatureSystem.cs
@@ -8,6 +8,7 @@ using Content.Server.Temperature.Components;
using Content.Shared.Alert;
using Content.Shared.Damage;
using Content.Shared.Database;
+using Content.Shared.Inventory;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
@@ -212,8 +213,10 @@ namespace Content.Server.Temperature.Systems
}
}
- public class ModifyChangedTemperatureEvent : EntityEventArgs
+ public class ModifyChangedTemperatureEvent : EntityEventArgs, IInventoryRelayEvent
{
+ public SlotFlags TargetSlots { get; } = ~SlotFlags.POCKET;
+
public float TemperatureDelta;
public ModifyChangedTemperatureEvent(float temperature)
diff --git a/Content.Shared/Damage/Systems/DamageableSystem.cs b/Content.Shared/Damage/Systems/DamageableSystem.cs
index 16b409df8d..6a84fe4cfc 100644
--- a/Content.Shared/Damage/Systems/DamageableSystem.cs
+++ b/Content.Shared/Damage/Systems/DamageableSystem.cs
@@ -1,6 +1,7 @@
using System.Linq;
using Content.Shared.Damage.Prototypes;
using Content.Shared.FixedPoint;
+using Content.Shared.Inventory;
using Robust.Shared.GameObjects;
using Robust.Shared.GameStates;
using Robust.Shared.IoC;
@@ -216,8 +217,11 @@ namespace Content.Shared.Damage
///
/// For example, armor.
///
- public class DamageModifyEvent : EntityEventArgs
+ public class DamageModifyEvent : EntityEventArgs, IInventoryRelayEvent
{
+ // Whenever locational damage is a thing, this should just check only that bit of armour.
+ public SlotFlags TargetSlots { get; } = ~SlotFlags.POCKET;
+
public DamageSpecifier Damage;
public DamageModifyEvent(DamageSpecifier damage)
diff --git a/Content.Shared/Electrocution/ElectrocutionEvents.cs b/Content.Shared/Electrocution/ElectrocutionEvents.cs
index 7d9d48320c..d057c7c8b1 100644
--- a/Content.Shared/Electrocution/ElectrocutionEvents.cs
+++ b/Content.Shared/Electrocution/ElectrocutionEvents.cs
@@ -1,9 +1,12 @@
+using Content.Shared.Inventory;
using Robust.Shared.GameObjects;
namespace Content.Shared.Electrocution
{
- public class ElectrocutionAttemptEvent : CancellableEntityEventArgs
+ public class ElectrocutionAttemptEvent : CancellableEntityEventArgs, IInventoryRelayEvent
{
+ public SlotFlags TargetSlots { get; } = ~SlotFlags.POCKET;
+
public readonly EntityUid TargetUid;
public readonly EntityUid? SourceUid;
public float SiemensCoefficient = 1f;
diff --git a/Content.Shared/Inventory/InventorySystem.Relay.cs b/Content.Shared/Inventory/InventorySystem.Relay.cs
index 5be3240681..7b473f3b07 100644
--- a/Content.Shared/Inventory/InventorySystem.Relay.cs
+++ b/Content.Shared/Inventory/InventorySystem.Relay.cs
@@ -16,9 +16,9 @@ public partial class InventorySystem
SubscribeLocalEvent(RelayInventoryEvent);
}
- protected void RelayInventoryEvent(EntityUid uid, InventoryComponent component, T args) where T : EntityEventArgs
+ protected void RelayInventoryEvent(EntityUid uid, InventoryComponent component, T args) where T : EntityEventArgs, IInventoryRelayEvent
{
- var containerEnumerator = new ContainerSlotEnumerator(uid, component.TemplateId, _prototypeManager, this);
+ var containerEnumerator = new ContainerSlotEnumerator(uid, component.TemplateId, _prototypeManager, this, args.TargetSlots);
while(containerEnumerator.MoveNext(out var container))
{
if(!container.ContainedEntity.HasValue) continue;
@@ -26,3 +26,18 @@ public partial class InventorySystem
}
}
}
+
+///
+/// Events that should be relayed to inventory slots should implement this interface.
+///
+public interface IInventoryRelayEvent
+{
+ ///
+ /// What inventory slots should this event be relayed to, if any?
+ ///
+ ///
+ /// In general you may want to exclude , given that those items are not truly
+ /// "equipped" by the user.
+ ///
+ public SlotFlags TargetSlots { get; }
+}
diff --git a/Content.Shared/Inventory/InventorySystem.Slots.cs b/Content.Shared/Inventory/InventorySystem.Slots.cs
index fa15414aa9..772e8da2ba 100644
--- a/Content.Shared/Inventory/InventorySystem.Slots.cs
+++ b/Content.Shared/Inventory/InventorySystem.Slots.cs
@@ -86,32 +86,38 @@ public partial class InventorySystem : EntitySystem
private readonly InventorySystem _inventorySystem;
private readonly EntityUid _uid;
private readonly SlotDefinition[] _slots;
- private int _nextIdx = int.MaxValue;
+ private readonly SlotFlags _flags;
+ private int _nextIdx = 0;
- public ContainerSlotEnumerator(EntityUid uid, string prototypeId, IPrototypeManager prototypeManager, InventorySystem inventorySystem)
+ public ContainerSlotEnumerator(EntityUid uid, string prototypeId, IPrototypeManager prototypeManager, InventorySystem inventorySystem, SlotFlags flags = SlotFlags.All)
{
_uid = uid;
_inventorySystem = inventorySystem;
+ _flags = flags;
+
if (prototypeManager.TryIndex(prototypeId, out var prototype))
- {
_slots = prototype.Slots;
- if(_slots.Length > 0)
- _nextIdx = 0;
- }
else
- {
_slots = Array.Empty();
- }
}
public bool MoveNext([NotNullWhen(true)] out ContainerSlot? container)
{
container = null;
- if (_nextIdx >= _slots.Length) return false;
- while (_nextIdx < _slots.Length && !_inventorySystem.TryGetSlotContainer(_uid, _slots[_nextIdx++].Name, out container, out _)) { }
+ while (_nextIdx < _slots.Length)
+ {
+ var slot = _slots[_nextIdx];
+ _nextIdx++;
- return container != null;
+ if ((slot.SlotFlags & _flags) == 0)
+ continue;
+
+ if (_inventorySystem.TryGetSlotContainer(_uid, slot.Name, out container, out _))
+ return true;
+ }
+
+ return false;
}
}
}
diff --git a/Content.Shared/Inventory/SlotFlags.cs b/Content.Shared/Inventory/SlotFlags.cs
index 9031edda93..27f3f3258a 100644
--- a/Content.Shared/Inventory/SlotFlags.cs
+++ b/Content.Shared/Inventory/SlotFlags.cs
@@ -26,4 +26,5 @@ public enum SlotFlags
POCKET = 1 << 12,
LEGS = 1 << 13,
FEET = 1 << 14,
+ All = ~NONE,
}
diff --git a/Content.Shared/Movement/EntitySystems/MovementSpeedModifierSystem.cs b/Content.Shared/Movement/EntitySystems/MovementSpeedModifierSystem.cs
index d781f1a625..88993c4aa6 100644
--- a/Content.Shared/Movement/EntitySystems/MovementSpeedModifierSystem.cs
+++ b/Content.Shared/Movement/EntitySystems/MovementSpeedModifierSystem.cs
@@ -1,6 +1,7 @@
using System;
using System.Collections.Generic;
using System.Linq;
+using Content.Shared.Inventory;
using Content.Shared.Movement.Components;
using Robust.Shared.GameObjects;
using Robust.Shared.GameStates;
@@ -84,8 +85,10 @@ namespace Content.Shared.Movement.EntitySystems
/// should hook into this event and set it then. If you want this event to be raised,
/// call .
///
- public class RefreshMovementSpeedModifiersEvent : EntityEventArgs
+ public class RefreshMovementSpeedModifiersEvent : EntityEventArgs, IInventoryRelayEvent
{
+ public SlotFlags TargetSlots { get; } = ~SlotFlags.POCKET;
+
public float WalkSpeedModifier { get; private set; } = 1.0f;
public float SprintSpeedModifier { get; private set; } = 1.0f;
diff --git a/Content.Shared/Slippery/SharedSlipperySystem.cs b/Content.Shared/Slippery/SharedSlipperySystem.cs
index 7d8046e5fe..7a3204c848 100644
--- a/Content.Shared/Slippery/SharedSlipperySystem.cs
+++ b/Content.Shared/Slippery/SharedSlipperySystem.cs
@@ -3,6 +3,7 @@ using System.Collections.Generic;
using System.Linq;
using Content.Shared.Administration.Logs;
using Content.Shared.Database;
+using Content.Shared.Inventory;
using Content.Shared.StatusEffect;
using Content.Shared.Stunnable;
using JetBrains.Annotations;
@@ -158,7 +159,8 @@ namespace Content.Shared.Slippery
///
/// Raised on an entity to determine if it can slip or not.
///
- public class SlipAttemptEvent : CancellableEntityEventArgs
+ public class SlipAttemptEvent : CancellableEntityEventArgs, IInventoryRelayEvent
{
+ public SlotFlags TargetSlots { get; } = SlotFlags.FEET;
}
}