Revert "Fix unintentional inventory relayed event handling " (#12182)
This commit is contained in:
@@ -1,8 +1,7 @@
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using Content.Shared.Damage;
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using Content.Shared.Damage;
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using Content.Server.Examine;
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using Content.Server.Examine;
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using Content.Shared.Verbs;
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using Content.Shared.Verbs;
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using Robust.Shared.Utility;
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using Robust.Shared.Utility;
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using Content.Shared.Inventory;
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namespace Content.Server.Armor
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namespace Content.Server.Armor
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{
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{
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@@ -15,13 +14,13 @@ namespace Content.Server.Armor
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{
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{
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base.Initialize();
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base.Initialize();
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SubscribeLocalEvent<ArmorComponent, InventoryRelayedEvent<DamageModifyEvent>>(OnDamageModify);
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SubscribeLocalEvent<ArmorComponent, DamageModifyEvent>(OnDamageModify);
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SubscribeLocalEvent<ArmorComponent, GetVerbsEvent<ExamineVerb>>(OnArmorVerbExamine);
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SubscribeLocalEvent<ArmorComponent, GetVerbsEvent<ExamineVerb>>(OnArmorVerbExamine);
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}
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}
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private void OnDamageModify(EntityUid uid, ArmorComponent component, InventoryRelayedEvent<DamageModifyEvent> args)
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private void OnDamageModify(EntityUid uid, ArmorComponent component, DamageModifyEvent args)
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{
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{
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args.Args.Damage = DamageSpecifier.ApplyModifierSet(args.Args.Damage, component.Modifiers);
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args.Damage = DamageSpecifier.ApplyModifierSet(args.Damage, component.Modifiers);
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}
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}
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private void OnArmorVerbExamine(EntityUid uid, ArmorComponent component, GetVerbsEvent<ExamineVerb> args)
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private void OnArmorVerbExamine(EntityUid uid, ArmorComponent component, GetVerbsEvent<ExamineVerb> args)
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@@ -8,7 +8,6 @@ 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.Explosion;
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using Content.Shared.Explosion;
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using Content.Shared.GameTicking;
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using Content.Shared.GameTicking;
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using Content.Shared.Inventory;
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using Content.Shared.Throwing;
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using Content.Shared.Throwing;
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using Robust.Server.Player;
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using Robust.Server.Player;
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using Robust.Shared.Audio;
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using Robust.Shared.Audio;
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@@ -64,10 +63,6 @@ public sealed partial class ExplosionSystem : EntitySystem
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SubscribeLocalEvent<GridRemovalEvent>(OnGridRemoved);
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SubscribeLocalEvent<GridRemovalEvent>(OnGridRemoved);
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SubscribeLocalEvent<GridStartupEvent>(OnGridStartup);
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SubscribeLocalEvent<GridStartupEvent>(OnGridStartup);
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SubscribeLocalEvent<ExplosionResistanceComponent, GetExplosionResistanceEvent>(OnGetResistance);
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SubscribeLocalEvent<ExplosionResistanceComponent, GetExplosionResistanceEvent>(OnGetResistance);
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// as long as explosion-resistance mice are never added, this should be fine (otherwise a mouse-hat will transfer it's power to the wearer).
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SubscribeLocalEvent<ExplosionResistanceComponent, InventoryRelayedEvent<GetExplosionResistanceEvent>>((e, c, ev) => OnGetResistance(e, c, ev.Args));
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SubscribeLocalEvent<TileChangedEvent>(OnTileChanged);
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SubscribeLocalEvent<TileChangedEvent>(OnTileChanged);
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SubscribeLocalEvent<RoundRestartCleanupEvent>(OnReset);
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SubscribeLocalEvent<RoundRestartCleanupEvent>(OnReset);
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@@ -1,5 +1,4 @@
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using Content.Shared.Examine;
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using Content.Shared.Examine;
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using Content.Shared.Inventory;
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using Content.Shared.Movement.Systems;
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using Content.Shared.Movement.Systems;
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using Content.Shared.Verbs;
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using Content.Shared.Verbs;
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using Robust.Shared.Containers;
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using Robust.Shared.Containers;
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@@ -20,7 +19,7 @@ public sealed class ClothingSpeedModifierSystem : EntitySystem
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SubscribeLocalEvent<ClothingSpeedModifierComponent, ComponentGetState>(OnGetState);
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SubscribeLocalEvent<ClothingSpeedModifierComponent, ComponentGetState>(OnGetState);
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SubscribeLocalEvent<ClothingSpeedModifierComponent, ComponentHandleState>(OnHandleState);
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SubscribeLocalEvent<ClothingSpeedModifierComponent, ComponentHandleState>(OnHandleState);
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SubscribeLocalEvent<ClothingSpeedModifierComponent, InventoryRelayedEvent<RefreshMovementSpeedModifiersEvent>>(OnRefreshMoveSpeed);
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SubscribeLocalEvent<ClothingSpeedModifierComponent, RefreshMovementSpeedModifiersEvent>(OnRefreshMoveSpeed);
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SubscribeLocalEvent<ClothingSpeedModifierComponent, GetVerbsEvent<ExamineVerb>>(OnClothingVerbExamine);
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SubscribeLocalEvent<ClothingSpeedModifierComponent, GetVerbsEvent<ExamineVerb>>(OnClothingVerbExamine);
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}
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}
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@@ -66,12 +65,12 @@ public sealed class ClothingSpeedModifierSystem : EntitySystem
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}
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}
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}
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}
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private void OnRefreshMoveSpeed(EntityUid uid, ClothingSpeedModifierComponent component, InventoryRelayedEvent<RefreshMovementSpeedModifiersEvent> args)
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private void OnRefreshMoveSpeed(EntityUid uid, ClothingSpeedModifierComponent component, RefreshMovementSpeedModifiersEvent args)
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{
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{
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if (!component.Enabled)
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if (!component.Enabled)
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return;
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return;
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args.Args.ModifySpeed(component.WalkModifier, component.SprintModifier);
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args.ModifySpeed(component.WalkModifier, component.SprintModifier);
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}
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}
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private void OnClothingVerbExamine(EntityUid uid, ClothingSpeedModifierComponent component, GetVerbsEvent<ExamineVerb> args)
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private void OnClothingVerbExamine(EntityUid uid, ClothingSpeedModifierComponent component, GetVerbsEvent<ExamineVerb> args)
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@@ -24,7 +24,7 @@ public abstract class SharedMagbootsSystem : EntitySystem
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base.Initialize();
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base.Initialize();
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SubscribeLocalEvent<MagbootsComponent, GetVerbsEvent<ActivationVerb>>(AddToggleVerb);
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SubscribeLocalEvent<MagbootsComponent, GetVerbsEvent<ActivationVerb>>(AddToggleVerb);
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SubscribeLocalEvent<MagbootsComponent, InventoryRelayedEvent<SlipAttemptEvent>>(OnSlipAttempt);
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SubscribeLocalEvent<MagbootsComponent, SlipAttemptEvent>(OnSlipAttempt);
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SubscribeLocalEvent<MagbootsComponent, GetItemActionsEvent>(OnGetActions);
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SubscribeLocalEvent<MagbootsComponent, GetItemActionsEvent>(OnGetActions);
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SubscribeLocalEvent<MagbootsComponent, ToggleActionEvent>(OnToggleAction);
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SubscribeLocalEvent<MagbootsComponent, ToggleActionEvent>(OnToggleAction);
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}
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}
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@@ -72,10 +72,10 @@ public abstract class SharedMagbootsSystem : EntitySystem
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args.Verbs.Add(verb);
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args.Verbs.Add(verb);
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}
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}
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private void OnSlipAttempt(EntityUid uid, MagbootsComponent component, InventoryRelayedEvent<SlipAttemptEvent> args)
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private void OnSlipAttempt(EntityUid uid, MagbootsComponent component, SlipAttemptEvent args)
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{
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{
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if (component.On)
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if (component.On)
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args.Args.Cancel();
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args.Cancel();
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}
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}
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private void OnGetActions(EntityUid uid, MagbootsComponent component, GetItemActionsEvent args)
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private void OnGetActions(EntityUid uid, MagbootsComponent component, GetItemActionsEvent args)
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@@ -1,4 +1,3 @@
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using Content.Shared.Inventory;
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using Robust.Shared.GameStates;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Electrocution
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namespace Content.Shared.Electrocution
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@@ -10,8 +9,6 @@ namespace Content.Shared.Electrocution
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base.Initialize();
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base.Initialize();
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SubscribeLocalEvent<InsulatedComponent, ElectrocutionAttemptEvent>(OnInsulatedElectrocutionAttempt);
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SubscribeLocalEvent<InsulatedComponent, ElectrocutionAttemptEvent>(OnInsulatedElectrocutionAttempt);
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// as long as legally distinct electric-mice are never added, this should be fine (otherwise a mouse-hat will transfer it's power to the wearer).
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SubscribeLocalEvent<InsulatedComponent, InventoryRelayedEvent<ElectrocutionAttemptEvent>>((e, c, ev) => OnInsulatedElectrocutionAttempt(e, c, ev.Args));
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SubscribeLocalEvent<InsulatedComponent, ComponentGetState>(OnInsulatedGetState);
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SubscribeLocalEvent<InsulatedComponent, ComponentGetState>(OnInsulatedGetState);
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SubscribeLocalEvent<InsulatedComponent, ComponentHandleState>(OnInsulatedHandleState);
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SubscribeLocalEvent<InsulatedComponent, ComponentHandleState>(OnInsulatedHandleState);
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}
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}
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@@ -1,5 +1,4 @@
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using Content.Shared.IdentityManagement.Components;
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using Content.Shared.IdentityManagement.Components;
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using Content.Shared.Inventory;
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using Robust.Shared.Containers;
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using Robust.Shared.Containers;
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namespace Content.Shared.IdentityManagement;
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namespace Content.Shared.IdentityManagement;
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@@ -15,7 +14,6 @@ public abstract class SharedIdentitySystem : EntitySystem
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SubscribeLocalEvent<IdentityComponent, ComponentInit>(OnComponentInit);
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SubscribeLocalEvent<IdentityComponent, ComponentInit>(OnComponentInit);
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SubscribeLocalEvent<IdentityBlockerComponent, SeeIdentityAttemptEvent>(OnSeeIdentity);
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SubscribeLocalEvent<IdentityBlockerComponent, SeeIdentityAttemptEvent>(OnSeeIdentity);
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SubscribeLocalEvent<IdentityBlockerComponent, InventoryRelayedEvent<SeeIdentityAttemptEvent>>((e, c, ev) => OnSeeIdentity(e, c, ev.Args));
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}
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}
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private void OnSeeIdentity(EntityUid uid, IdentityBlockerComponent component, SeeIdentityAttemptEvent args)
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private void OnSeeIdentity(EntityUid uid, IdentityBlockerComponent component, SeeIdentityAttemptEvent args)
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@@ -23,38 +23,15 @@ public partial class InventorySystem
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protected void RelayInventoryEvent<T>(EntityUid uid, InventoryComponent component, T args) where T : EntityEventArgs, IInventoryRelayEvent
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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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if (args.TargetSlots == SlotFlags.NONE)
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return;
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var containerEnumerator = new ContainerSlotEnumerator(uid, component.TemplateId, _prototypeManager, this, args.TargetSlots);
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var containerEnumerator = new ContainerSlotEnumerator(uid, component.TemplateId, _prototypeManager, this, args.TargetSlots);
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var ev = new InventoryRelayedEvent<T>(args);
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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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RaiseLocalEvent(container.ContainedEntity.Value, ev, false);
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RaiseLocalEvent(container.ContainedEntity.Value, args, 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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/// <summary>
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/// Event wrapper for relayed events.
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/// </summary>
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/// <remarks>
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/// This avoids nested inventory relays, and makes it easy to have certain events only handled by the initial
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/// target entity. E.g. health based movement speed modifiers should not be handled by a hat, even if that hat
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/// happens to be a dead mouse. Clothing that wishes to modify movement speed must subscribe to
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/// InventoryRelayedEvent<RefreshMovementSpeedModifiersEvent>
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/// </remarks>
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public sealed class InventoryRelayedEvent<TEvent> : EntityEventArgs where TEvent : EntityEventArgs, IInventoryRelayEvent
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{
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public readonly TEvent Args;
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public InventoryRelayedEvent(TEvent args)
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{
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Args = args;
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}
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}
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/// <summary>
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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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/// Events that should be relayed to inventory slots should implement this interface.
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/// </summary>
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/// </summary>
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@@ -30,8 +30,6 @@ namespace Content.Shared.Slippery
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SubscribeLocalEvent<SlipperyComponent, StepTriggerAttemptEvent>(HandleAttemptCollide);
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SubscribeLocalEvent<SlipperyComponent, StepTriggerAttemptEvent>(HandleAttemptCollide);
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SubscribeLocalEvent<SlipperyComponent, StepTriggeredEvent>(HandleStepTrigger);
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SubscribeLocalEvent<SlipperyComponent, StepTriggeredEvent>(HandleStepTrigger);
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SubscribeLocalEvent<NoSlipComponent, SlipAttemptEvent>(OnNoSlipAttempt);
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SubscribeLocalEvent<NoSlipComponent, SlipAttemptEvent>(OnNoSlipAttempt);
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// as long as slip-resistant mice are never added, this should be fine (otherwise a mouse-hat will transfer it's power to the wearer).
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SubscribeLocalEvent<NoSlipComponent, InventoryRelayedEvent<SlipAttemptEvent>>((e, c, ev) => OnNoSlipAttempt(e, c, ev.Args));
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SubscribeLocalEvent<SlipperyComponent, ComponentGetState>(OnSlipperyGetState);
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SubscribeLocalEvent<SlipperyComponent, ComponentGetState>(OnSlipperyGetState);
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SubscribeLocalEvent<SlipperyComponent, ComponentHandleState>(OnSlipperyHandleState);
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SubscribeLocalEvent<SlipperyComponent, ComponentHandleState>(OnSlipperyHandleState);
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}
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}
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@@ -11,7 +11,6 @@ public sealed class ThievingSystem : EntitySystem
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base.Initialize();
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base.Initialize();
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SubscribeLocalEvent<ThievingComponent, BeforeStripEvent>(OnBeforeStrip);
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SubscribeLocalEvent<ThievingComponent, BeforeStripEvent>(OnBeforeStrip);
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SubscribeLocalEvent<ThievingComponent, InventoryRelayedEvent<BeforeStripEvent>>((e, c, ev) => OnBeforeStrip(e, c, ev.Args));
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}
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}
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private void OnBeforeStrip(EntityUid uid, ThievingComponent component, BeforeStripEvent args)
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private void OnBeforeStrip(EntityUid uid, ThievingComponent component, BeforeStripEvent args)
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