using Content.Shared.Inventory;
namespace Content.Shared.Wieldable;
///
/// Raised directed on an item when it is wielded.
///
[ByRefEvent]
public readonly record struct ItemWieldedEvent(EntityUid User);
///
/// Raised directed on an item that has been unwielded.
/// Force is whether the item is being forced to be unwielded, or if the player chose to unwield it themselves.
///
[ByRefEvent]
public readonly record struct ItemUnwieldedEvent(EntityUid User, bool Force);
///
/// Raised directed on an user and all the items in their inventory and hands before they wield an item.
/// If this event is cancelled wielding will not happen.
///
[ByRefEvent]
public record struct WieldAttemptEvent(EntityUid User, EntityUid Wielded, bool Cancelled = false) : IInventoryRelayEvent
{
///
/// Popup message for the user to tell them why they cannot wield if Cancelled
///
public string? Message;
SlotFlags IInventoryRelayEvent.TargetSlots => SlotFlags.WITHOUT_POCKET;
public void Cancel()
{
Cancelled = true;
}
}
///
/// Raised directed on an user and all the items in their inventory and hands before they unwield an item willingly.
/// If this event is cancelled unwielding will not happen.
///
///
/// This event is not raised if the user is forced to unwield the item.
///
[ByRefEvent]
public record struct UnwieldAttemptEvent(EntityUid User, EntityUid Wielded, bool Cancelled = false) : IInventoryRelayEvent
{
///
/// Popup message for the user to tell them why they cannot unwield if Cancelled
///
public string? Message;
SlotFlags IInventoryRelayEvent.TargetSlots => SlotFlags.WITHOUT_POCKET;
public void Cancel()
{
Cancelled = true;
}
}