Prevent inventory events from being relayed to pockets (#6074)
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
This commit is contained in:
@@ -1,8 +1,9 @@
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using Robust.Shared.GameObjects;
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using Content.Shared.Inventory;
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using Robust.Shared.GameObjects;
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namespace Content.Server.Atmos
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namespace Content.Server.Atmos
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{
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{
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public abstract class PressureEvent : EntityEventArgs
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public abstract class PressureEvent : EntityEventArgs, IInventoryRelayEvent
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{
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{
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/// <summary>
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/// <summary>
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/// The environment pressure.
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/// The environment pressure.
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@@ -28,6 +29,11 @@ namespace Content.Server.Atmos
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/// </remarks>
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/// </remarks>
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public float Multiplier { get; set; } = 1f;
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public float Multiplier { get; set; } = 1f;
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/// <summary>
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/// The inventory slots that should be checked for pressure protecting equipment.
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/// </summary>
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public SlotFlags TargetSlots { get; } = ~SlotFlags.POCKET;
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protected PressureEvent(float pressure)
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protected PressureEvent(float pressure)
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{
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{
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Pressure = pressure;
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Pressure = pressure;
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@@ -8,6 +8,7 @@ using Content.Server.Temperature.Components;
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using Content.Shared.Alert;
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using Content.Shared.Alert;
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using Content.Shared.Damage;
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using Content.Shared.Damage;
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using Content.Shared.Database;
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using Content.Shared.Database;
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using Content.Shared.Inventory;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.IoC;
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@@ -212,8 +213,10 @@ namespace Content.Server.Temperature.Systems
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}
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}
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}
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}
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public class ModifyChangedTemperatureEvent : EntityEventArgs
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public class ModifyChangedTemperatureEvent : EntityEventArgs, IInventoryRelayEvent
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{
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{
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public SlotFlags TargetSlots { get; } = ~SlotFlags.POCKET;
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public float TemperatureDelta;
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public float TemperatureDelta;
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public ModifyChangedTemperatureEvent(float temperature)
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public ModifyChangedTemperatureEvent(float temperature)
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@@ -1,6 +1,7 @@
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using System.Linq;
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using System.Linq;
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using Content.Shared.Damage.Prototypes;
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using Content.Shared.Damage.Prototypes;
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using Content.Shared.FixedPoint;
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using Content.Shared.FixedPoint;
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using Content.Shared.Inventory;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameStates;
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using Robust.Shared.GameStates;
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using Robust.Shared.IoC;
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using Robust.Shared.IoC;
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@@ -216,8 +217,11 @@ namespace Content.Shared.Damage
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///
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///
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/// For example, armor.
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/// For example, armor.
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/// </summary>
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/// </summary>
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public class DamageModifyEvent : EntityEventArgs
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public class DamageModifyEvent : EntityEventArgs, IInventoryRelayEvent
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{
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{
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// Whenever locational damage is a thing, this should just check only that bit of armour.
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public SlotFlags TargetSlots { get; } = ~SlotFlags.POCKET;
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public DamageSpecifier Damage;
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public DamageSpecifier Damage;
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public DamageModifyEvent(DamageSpecifier damage)
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public DamageModifyEvent(DamageSpecifier damage)
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@@ -1,9 +1,12 @@
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using Content.Shared.Inventory;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects;
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namespace Content.Shared.Electrocution
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namespace Content.Shared.Electrocution
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{
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{
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public class ElectrocutionAttemptEvent : CancellableEntityEventArgs
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public class ElectrocutionAttemptEvent : CancellableEntityEventArgs, IInventoryRelayEvent
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{
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{
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public SlotFlags TargetSlots { get; } = ~SlotFlags.POCKET;
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public readonly EntityUid TargetUid;
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public readonly EntityUid TargetUid;
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public readonly EntityUid? SourceUid;
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public readonly EntityUid? SourceUid;
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public float SiemensCoefficient = 1f;
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public float SiemensCoefficient = 1f;
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@@ -16,9 +16,9 @@ public partial class InventorySystem
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SubscribeLocalEvent<InventoryComponent, RefreshMovementSpeedModifiersEvent>(RelayInventoryEvent);
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SubscribeLocalEvent<InventoryComponent, RefreshMovementSpeedModifiersEvent>(RelayInventoryEvent);
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}
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}
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protected void RelayInventoryEvent<T>(EntityUid uid, InventoryComponent component, T args) where T : EntityEventArgs
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protected void RelayInventoryEvent<T>(EntityUid uid, InventoryComponent component, T args) where T : EntityEventArgs, IInventoryRelayEvent
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{
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{
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var containerEnumerator = new ContainerSlotEnumerator(uid, component.TemplateId, _prototypeManager, this);
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var containerEnumerator = new ContainerSlotEnumerator(uid, component.TemplateId, _prototypeManager, this, args.TargetSlots);
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while(containerEnumerator.MoveNext(out var container))
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while(containerEnumerator.MoveNext(out var container))
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{
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{
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if(!container.ContainedEntity.HasValue) continue;
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if(!container.ContainedEntity.HasValue) continue;
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@@ -26,3 +26,18 @@ public partial class InventorySystem
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}
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}
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}
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}
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}
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}
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/// <summary>
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/// Events that should be relayed to inventory slots should implement this interface.
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/// </summary>
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public interface IInventoryRelayEvent
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{
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/// <summary>
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/// What inventory slots should this event be relayed to, if any?
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/// </summary>
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/// <remarks>
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/// In general you may want to exclude <see cref="SlotFlags.POCKET"/>, given that those items are not truly
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/// "equipped" by the user.
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/// </remarks>
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public SlotFlags TargetSlots { get; }
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}
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@@ -86,32 +86,38 @@ public partial class InventorySystem : EntitySystem
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private readonly InventorySystem _inventorySystem;
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private readonly InventorySystem _inventorySystem;
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private readonly EntityUid _uid;
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private readonly EntityUid _uid;
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private readonly SlotDefinition[] _slots;
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private readonly SlotDefinition[] _slots;
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private int _nextIdx = int.MaxValue;
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private readonly SlotFlags _flags;
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private int _nextIdx = 0;
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public ContainerSlotEnumerator(EntityUid uid, string prototypeId, IPrototypeManager prototypeManager, InventorySystem inventorySystem)
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public ContainerSlotEnumerator(EntityUid uid, string prototypeId, IPrototypeManager prototypeManager, InventorySystem inventorySystem, SlotFlags flags = SlotFlags.All)
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{
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{
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_uid = uid;
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_uid = uid;
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_inventorySystem = inventorySystem;
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_inventorySystem = inventorySystem;
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_flags = flags;
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if (prototypeManager.TryIndex<InventoryTemplatePrototype>(prototypeId, out var prototype))
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if (prototypeManager.TryIndex<InventoryTemplatePrototype>(prototypeId, out var prototype))
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{
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_slots = prototype.Slots;
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_slots = prototype.Slots;
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if(_slots.Length > 0)
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_nextIdx = 0;
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}
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else
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else
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{
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_slots = Array.Empty<SlotDefinition>();
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_slots = Array.Empty<SlotDefinition>();
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}
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}
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}
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public bool MoveNext([NotNullWhen(true)] out ContainerSlot? container)
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public bool MoveNext([NotNullWhen(true)] out ContainerSlot? container)
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{
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{
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container = null;
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container = null;
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if (_nextIdx >= _slots.Length) return false;
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while (_nextIdx < _slots.Length && !_inventorySystem.TryGetSlotContainer(_uid, _slots[_nextIdx++].Name, out container, out _)) { }
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while (_nextIdx < _slots.Length)
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{
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var slot = _slots[_nextIdx];
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_nextIdx++;
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return container != null;
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if ((slot.SlotFlags & _flags) == 0)
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continue;
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if (_inventorySystem.TryGetSlotContainer(_uid, slot.Name, out container, out _))
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return true;
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}
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return false;
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}
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}
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}
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}
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}
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}
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@@ -26,4 +26,5 @@ public enum SlotFlags
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POCKET = 1 << 12,
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POCKET = 1 << 12,
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LEGS = 1 << 13,
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LEGS = 1 << 13,
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FEET = 1 << 14,
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FEET = 1 << 14,
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All = ~NONE,
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}
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}
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@@ -1,6 +1,7 @@
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using System;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Linq;
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using System.Linq;
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using Content.Shared.Inventory;
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using Content.Shared.Movement.Components;
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using Content.Shared.Movement.Components;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameStates;
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using Robust.Shared.GameStates;
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@@ -84,8 +85,10 @@ namespace Content.Shared.Movement.EntitySystems
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/// should hook into this event and set it then. If you want this event to be raised,
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/// should hook into this event and set it then. If you want this event to be raised,
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/// call <see cref="MovementSpeedModifierSystem.RefreshMovementSpeedModifiers"/>.
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/// call <see cref="MovementSpeedModifierSystem.RefreshMovementSpeedModifiers"/>.
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/// </summary>
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/// </summary>
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public class RefreshMovementSpeedModifiersEvent : EntityEventArgs
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public class RefreshMovementSpeedModifiersEvent : EntityEventArgs, IInventoryRelayEvent
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{
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{
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public SlotFlags TargetSlots { get; } = ~SlotFlags.POCKET;
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public float WalkSpeedModifier { get; private set; } = 1.0f;
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public float WalkSpeedModifier { get; private set; } = 1.0f;
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public float SprintSpeedModifier { get; private set; } = 1.0f;
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public float SprintSpeedModifier { get; private set; } = 1.0f;
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@@ -3,6 +3,7 @@ using System.Collections.Generic;
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using System.Linq;
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using System.Linq;
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using Content.Shared.Administration.Logs;
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using Content.Shared.Administration.Logs;
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using Content.Shared.Database;
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using Content.Shared.Database;
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using Content.Shared.Inventory;
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using Content.Shared.StatusEffect;
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using Content.Shared.StatusEffect;
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using Content.Shared.Stunnable;
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using Content.Shared.Stunnable;
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using JetBrains.Annotations;
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using JetBrains.Annotations;
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@@ -158,7 +159,8 @@ namespace Content.Shared.Slippery
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/// <summary>
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/// <summary>
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/// Raised on an entity to determine if it can slip or not.
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/// Raised on an entity to determine if it can slip or not.
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/// </summary>
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/// </summary>
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public class SlipAttemptEvent : CancellableEntityEventArgs
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public class SlipAttemptEvent : CancellableEntityEventArgs, IInventoryRelayEvent
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{
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{
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public SlotFlags TargetSlots { get; } = SlotFlags.FEET;
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}
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}
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}
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}
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