Make GetExplosionResistance event a struct (#20274)

Also fixed a typo.
This commit is contained in:
metalgearsloth
2023-09-17 19:04:04 +10:00
committed by GitHub
parent 3be88f4680
commit e5d6d7f1eb
6 changed files with 34 additions and 16 deletions

View File

@@ -152,7 +152,7 @@ public sealed partial class ExplosionSystem : EntitySystem
continue;
var ev = new GetExplosionResistanceEvent(explosionType.ID);
RaiseLocalEvent(uid, ev, false);
RaiseLocalEvent(uid, ref ev);
damagePerIntensity += value * Math.Max(0, ev.DamageCoefficient);
}

View File

@@ -390,7 +390,7 @@ public sealed partial class ExplosionSystem : EntitySystem
if (damage != null && damageQuery.TryGetComponent(uid, out var damageable))
{
var ev = new GetExplosionResistanceEvent(id);
RaiseLocalEvent(uid, ev, false);
RaiseLocalEvent(uid, ref ev, false);
ev.DamageCoefficient = Math.Max(0, ev.DamageCoefficient);

View File

@@ -76,7 +76,7 @@ public sealed partial class ExplosionSystem : EntitySystem
SubscribeLocalEvent<ExplosionResistanceComponent, GetExplosionResistanceEvent>(OnGetResistance);
// 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).
SubscribeLocalEvent<ExplosionResistanceComponent, InventoryRelayedEvent<GetExplosionResistanceEvent>>((e, c, ev) => OnGetResistance(e, c, ev.Args));
SubscribeLocalEvent<ExplosionResistanceComponent, InventoryRelayedEvent<GetExplosionResistanceEvent>>(RelayedResistance);
SubscribeLocalEvent<TileChangedEvent>(OnTileChanged);
@@ -112,10 +112,17 @@ public sealed partial class ExplosionSystem : EntitySystem
_pathfindingSystem.PauseUpdating = false;
}
private void OnGetResistance(EntityUid uid, ExplosionResistanceComponent component, GetExplosionResistanceEvent args)
private void RelayedResistance(EntityUid uid, ExplosionResistanceComponent component,
InventoryRelayedEvent<GetExplosionResistanceEvent> args)
{
var a = args.Args;
OnGetResistance(uid, component, ref a);
}
private void OnGetResistance(EntityUid uid, ExplosionResistanceComponent component, ref GetExplosionResistanceEvent args)
{
args.DamageCoefficient *= component.DamageCoefficient;
if (component.Modifiers.TryGetValue(args.ExplotionPrototype, out var modifier))
if (component.Modifiers.TryGetValue(args.ExplosionPrototype, out var modifier))
args.DamageCoefficient *= modifier;
}

View File

@@ -8,19 +8,15 @@ namespace Content.Shared.Explosion;
/// Raised directed at an entity to determine its explosion resistance, probably right before it is about to be
/// damaged by one.
/// </summary>
public sealed class GetExplosionResistanceEvent : EntityEventArgs, IInventoryRelayEvent
[ByRefEvent]
public record struct GetExplosionResistanceEvent(string ExplosionPrototype) : IInventoryRelayEvent
{
/// <summary>
/// A coefficient applied to overall explosive damage.
/// </summary>
public float DamageCoefficient = 1;
public readonly string ExplotionPrototype;
public readonly string ExplosionPrototype = ExplosionPrototype;
SlotFlags IInventoryRelayEvent.TargetSlots => ~SlotFlags.POCKET;
public GetExplosionResistanceEvent(string id)
{
ExplotionPrototype = id;
}
}

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@@ -24,7 +24,7 @@ public partial class InventorySystem
SubscribeLocalEvent<InventoryComponent, ElectrocutionAttemptEvent>(RelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, SlipAttemptEvent>(RelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, RefreshMovementSpeedModifiersEvent>(RelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, GetExplosionResistanceEvent>(RelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, GetExplosionResistanceEvent>(RefRelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, BeforeStripEvent>(RelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, SeeIdentityAttemptEvent>(RelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, ModifyChangedTemperatureEvent>(RelayInventoryEvent);
@@ -42,7 +42,22 @@ public partial class InventorySystem
SubscribeLocalEvent<InventoryComponent, GetVerbsEvent<EquipmentVerb>>(OnGetStrippingVerbs);
}
protected void RelayInventoryEvent<T>(EntityUid uid, InventoryComponent component, T args) where T : EntityEventArgs, IInventoryRelayEvent
protected void RefRelayInventoryEvent<T>(EntityUid uid, InventoryComponent component, ref T args) where T : IInventoryRelayEvent
{
// Just so I don't have to update 20 morbillion events at once.
if (args.TargetSlots == SlotFlags.NONE)
return;
var containerEnumerator = new ContainerSlotEnumerator(uid, component.TemplateId, _prototypeManager, this, args.TargetSlots);
var ev = new InventoryRelayedEvent<T>(args);
while (containerEnumerator.MoveNext(out var container))
{
if (!container.ContainedEntity.HasValue) continue;
RaiseLocalEvent(container.ContainedEntity.Value, ev, broadcast: false);
}
}
protected void RelayInventoryEvent<T>(EntityUid uid, InventoryComponent component, T args) where T : IInventoryRelayEvent
{
if (args.TargetSlots == SlotFlags.NONE)
return;
@@ -93,7 +108,7 @@ public partial class InventorySystem
/// happens to be a dead mouse. Clothing that wishes to modify movement speed must subscribe to
/// InventoryRelayedEvent&lt;RefreshMovementSpeedModifiersEvent&gt;
/// </remarks>
public sealed class InventoryRelayedEvent<TEvent> : EntityEventArgs where TEvent : EntityEventArgs
public sealed class InventoryRelayedEvent<TEvent> : EntityEventArgs
{
public readonly TEvent Args;

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@@ -35,7 +35,7 @@ namespace Content.Shared.SubFloor
SubscribeLocalEvent<SubFloorHideComponent, GetExplosionResistanceEvent>(OnGetExplosionResistance);
}
private void OnGetExplosionResistance(EntityUid uid, SubFloorHideComponent component, GetExplosionResistanceEvent args)
private void OnGetExplosionResistance(EntityUid uid, SubFloorHideComponent component, ref GetExplosionResistanceEvent args)
{
if (component.BlockInteractions && component.IsUnderCover)
args.DamageCoefficient = 0;